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Tabletop Aggro

Random thought that popped into my head while reading this:

An AoO-stlye mechanic, but instead of causing damage the attack determines whether or not the other character can continue moving. On a failure, you've stepped into their path; or put your sword in their way; or physically checked them.

Using an AoO to perform a trip in 3E was kind of like this, but had some problems (above and beyond some of the inherent problems with the default trip mechanics).

This isn't exactly aggro management, but it does allow a melee character to establish a reasonable "zone of control" on the battlefield in order to counteract the oddities of the turn-based abstraction.
 

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