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<blockquote data-quote="I'm A Banana" data-source="post: 5237472" data-attributes="member: 2067"><p>Cool! This thread delivers. I've been looking for some new ways to manage enemy targeting.</p><p></p><p>FFZ, by default, uses the following enemy targeting guideline, just because it happens to be the most effective:</p><ol> <li data-xf-list-type="ol">First, look for the lowest defensive value (Stamina if you're making a physical attack, Willpower if it's magical)</li> <li data-xf-list-type="ol">Then, look for the lowest HP total with that defensive value.</li> <li data-xf-list-type="ol">Finally, if the other two are fairly equal, look for their damage potential against you.</li> <li data-xf-list-type="ol">When possible, concentrate fire on one target.</li> </ol><p></p><p>Dumb enemies, of course, might not follow this.</p><p></p><p>Part of why this works is because FFZ doesn't have exact positioning. There's no "in front of" or "behind" really.</p><p></p><p>One of the basic things an FFZ character can do to manage aggro is to take full defense for a round. This jacks up their Defensive values, and makes them less appealing targets. </p><p></p><p>This would fall into a pro-active "attack anyone who isn't me" mechanic. In MMO parlance, it would reduce your aggro. You could make this a hide or invisibility ability of some sort.</p><p></p><p>There's also the "whenever you hit this guy, you hit me instead" idea behind a paladin's Cover ability. Combined with the ability to take full defense, you could effectively make a monster hit the highest Defense in the party instead of the weakest, forcing them to go for someone more in the middle. In some situations, a paladin will automatically cover someone who is low on HP, which is very chivalrous, but might end badly for the paladin...</p><p></p><p>Provoke might not force an enemy to attack you, but it might actually <em>give them a bonus to hit you</em>. And when they do, you counterattack with all sorts of horrible things. </p><p></p><p>Runic is an interesting aggro management tool, since it doesn't discriminate between allies and enemies -- it absorbs the next magic used. This means you manage your turns more, perhaps goading the enemy to using a weaker or less effective power. </p><p></p><p>And then you have the DM-side aggro management.</p><p></p><p>The "drawing stones" idea can be reflected with a "random target die," with higher "stones" and higher damage and healing and the like getting more possible results on the die. </p><p></p><p>I like a lot of the other ideas in this thread, too. Very cool!</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5237472, member: 2067"] Cool! This thread delivers. I've been looking for some new ways to manage enemy targeting. FFZ, by default, uses the following enemy targeting guideline, just because it happens to be the most effective: [LIST=1] [*]First, look for the lowest defensive value (Stamina if you're making a physical attack, Willpower if it's magical) [*]Then, look for the lowest HP total with that defensive value. [*]Finally, if the other two are fairly equal, look for their damage potential against you. [*]When possible, concentrate fire on one target. [/LIST] Dumb enemies, of course, might not follow this. Part of why this works is because FFZ doesn't have exact positioning. There's no "in front of" or "behind" really. One of the basic things an FFZ character can do to manage aggro is to take full defense for a round. This jacks up their Defensive values, and makes them less appealing targets. This would fall into a pro-active "attack anyone who isn't me" mechanic. In MMO parlance, it would reduce your aggro. You could make this a hide or invisibility ability of some sort. There's also the "whenever you hit this guy, you hit me instead" idea behind a paladin's Cover ability. Combined with the ability to take full defense, you could effectively make a monster hit the highest Defense in the party instead of the weakest, forcing them to go for someone more in the middle. In some situations, a paladin will automatically cover someone who is low on HP, which is very chivalrous, but might end badly for the paladin... Provoke might not force an enemy to attack you, but it might actually [I]give them a bonus to hit you[/I]. And when they do, you counterattack with all sorts of horrible things. Runic is an interesting aggro management tool, since it doesn't discriminate between allies and enemies -- it absorbs the next magic used. This means you manage your turns more, perhaps goading the enemy to using a weaker or less effective power. And then you have the DM-side aggro management. The "drawing stones" idea can be reflected with a "random target die," with higher "stones" and higher damage and healing and the like getting more possible results on the die. I like a lot of the other ideas in this thread, too. Very cool! [/QUOTE]
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