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<blockquote data-quote="Dausuul" data-source="post: 5237837" data-attributes="member: 58197"><p>These are the general methods I can think of offhand:</p><p></p><p>#1: Punish the enemy for attacking or not attacking a certain target. (This is the basis of most of 4E's aggro management techniques. Fighters get a free attack if a marked foe attacks anyone else; paladins deal radiant damage; et cetera.)</p><p></p><p>#2: Directly compel the enemy to attack or not attack a certain target. (Usually involves mind control magic. <em><a href="http://www.d20srd.org/srd/spells/confusion.htm" target="_blank">Confusion</a></em> is a good example.)</p><p></p><p>#3: Alter the enemy's perceptions so that it thinks a different target is more promising. (Illusion magic is the usual method, though some systems allow the use of Bluff-type skills to achieve the same effect. Often depends on the DM to run the monsters in good faith and not come up with a bulls*** justification for why they ignore the illusion.)</p><p></p><p>#4: Similar to #3, "bluff" the enemy by having a tough, defense-oriented character use a high-damage attack to seem more threatening, while the real threat lies low and waits for the opportune moment. (In 4E, for instance, the fighter could lead off with a daily attack while the wizard casts at-wills.)</p><p></p><p>#5: Make a different target actually more promising, by manipulating defenses, hit points, positioning, and so forth.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5237837, member: 58197"] These are the general methods I can think of offhand: #1: Punish the enemy for attacking or not attacking a certain target. (This is the basis of most of 4E's aggro management techniques. Fighters get a free attack if a marked foe attacks anyone else; paladins deal radiant damage; et cetera.) #2: Directly compel the enemy to attack or not attack a certain target. (Usually involves mind control magic. [i][URL="http://www.d20srd.org/srd/spells/confusion.htm"]Confusion[/URL][/i] is a good example.) #3: Alter the enemy's perceptions so that it thinks a different target is more promising. (Illusion magic is the usual method, though some systems allow the use of Bluff-type skills to achieve the same effect. Often depends on the DM to run the monsters in good faith and not come up with a bulls*** justification for why they ignore the illusion.) #4: Similar to #3, "bluff" the enemy by having a tough, defense-oriented character use a high-damage attack to seem more threatening, while the real threat lies low and waits for the opportune moment. (In 4E, for instance, the fighter could lead off with a daily attack while the wizard casts at-wills.) #5: Make a different target actually more promising, by manipulating defenses, hit points, positioning, and so forth. [/QUOTE]
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