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<blockquote data-quote="awesomeocalypse" data-source="post: 5237123" data-attributes="member: 85641"><p>Knights in 3.x had this, and it was clumsy as all hell. Taunt mechanics in tabletop are pretty wack, IMO. </p><p> </p><p>TBH, I think 4e handles this the best. Not just with the mark mechanic (which is fairly incidental much of the time) but with the other ways defenders do their job.</p><p> </p><p>Fighters, for example, specialize in attacking people who move away from them or hit someone else, and they can in some cases actually stop a monster from moving completely with a well-placed hit. This, far more than the ability to give a -2 to attack anyone else, is what defines a fighter and gives them their stickiness, and it actually makes a ton of sense from a simulationist as well as gamist perspective (fighters are simply better than anyone else at hitting people who don't pay proper attention to them).</p><p> </p><p>Wardens, on the other hand, are great at simply keeping an enemy from moving away, by slowing or dazing them, or by creating difficult terrain. They're like mini-zones of stickiness.</p><p> </p><p>I like this approach in general much more than a knight-style taunts.</p><p> </p><p>Some mechanics which I'd like to see which I haven't see much of yet...</p><p> </p><p>"Bodyguard" mechanic. Rather than designate a monster to defend against, you designate an ally to defend, and have mechanics which help you put yourself in front of them or mitigate the damage they take.</p><p> </p><p>A regeneration mechanic which encourages focus fire--like regeneration which kicks in if you aren't attack at least once each round.</p></blockquote><p></p>
[QUOTE="awesomeocalypse, post: 5237123, member: 85641"] Knights in 3.x had this, and it was clumsy as all hell. Taunt mechanics in tabletop are pretty wack, IMO. TBH, I think 4e handles this the best. Not just with the mark mechanic (which is fairly incidental much of the time) but with the other ways defenders do their job. Fighters, for example, specialize in attacking people who move away from them or hit someone else, and they can in some cases actually stop a monster from moving completely with a well-placed hit. This, far more than the ability to give a -2 to attack anyone else, is what defines a fighter and gives them their stickiness, and it actually makes a ton of sense from a simulationist as well as gamist perspective (fighters are simply better than anyone else at hitting people who don't pay proper attention to them). Wardens, on the other hand, are great at simply keeping an enemy from moving away, by slowing or dazing them, or by creating difficult terrain. They're like mini-zones of stickiness. I like this approach in general much more than a knight-style taunts. Some mechanics which I'd like to see which I haven't see much of yet... "Bodyguard" mechanic. Rather than designate a monster to defend against, you designate an ally to defend, and have mechanics which help you put yourself in front of them or mitigate the damage they take. A regeneration mechanic which encourages focus fire--like regeneration which kicks in if you aren't attack at least once each round. [/QUOTE]
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