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<blockquote data-quote="Badwe" data-source="post: 5236975" data-attributes="member: 61762"><p>aside from the methods used in 4e I can imagine a few:</p><p></p><p>-outright forced attack. not merely a penalty and potential reprisal, the tank/defender/big guy/whatever has an ability that leaves the monster no choice but to attack them. paladins in 4e have a few of these abilities, but they represent more of an interposing than a taunt.</p><p>-this is sort of like the mark's attack penalty, but a wielder of a shield might be able to grant whatever bonus it provides to nearby allies.</p><p>-something akin to reverse aggro or a variant on the free attack, any ally hit within a certain distance of the "defender" grants the defender bonus damage.</p><p>-not effective for rogues or 2-weapon rangers, but to protect the backline a defender/tank might be able to impose a penalty not just for stepping out of squares adjacent to them (assuming your game has opportunity attacks) but a stacking penalty of some sort for EVERY step taken away from the defender. limits might be required if your enemies frequently retreat and it is used as a means to chase down feeling opponents.</p><p>-if your game involves opponents who have one time use or limited use abilities, simply having the defender/tank walk far in front of the softer members of the party could invite the enemies to use their abilities on a target they're more likely to miss or who can absorb more punishment.</p></blockquote><p></p>
[QUOTE="Badwe, post: 5236975, member: 61762"] aside from the methods used in 4e I can imagine a few: -outright forced attack. not merely a penalty and potential reprisal, the tank/defender/big guy/whatever has an ability that leaves the monster no choice but to attack them. paladins in 4e have a few of these abilities, but they represent more of an interposing than a taunt. -this is sort of like the mark's attack penalty, but a wielder of a shield might be able to grant whatever bonus it provides to nearby allies. -something akin to reverse aggro or a variant on the free attack, any ally hit within a certain distance of the "defender" grants the defender bonus damage. -not effective for rogues or 2-weapon rangers, but to protect the backline a defender/tank might be able to impose a penalty not just for stepping out of squares adjacent to them (assuming your game has opportunity attacks) but a stacking penalty of some sort for EVERY step taken away from the defender. limits might be required if your enemies frequently retreat and it is used as a means to chase down feeling opponents. -if your game involves opponents who have one time use or limited use abilities, simply having the defender/tank walk far in front of the softer members of the party could invite the enemies to use their abilities on a target they're more likely to miss or who can absorb more punishment. [/QUOTE]
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