M.L. Martin
Adventurer
This got posted at the WotC boards yesterday, and I thought it might alleviate some concerns around here. Here's the link if anyone wants the full context.
WotC_Mearls said:Aggro in D&D is a big issue. In early drafts, there were much more explicit rules for it, where monsters had to attack the fighter or paladin or a creature's tactics dictated that it attack the nearest foe. All that stuff is gone.
First, it isn't fun playing the guy whose job it is to get beaten up. In early playtests, the fighter soaked up all the attacks and then.... soaked up some more attacks. It was the cleric problem, but even worse. At least the cleric doesn't take damage for spending all his spells healing other people. So, those mechanics went right out the window.
Second, it restricts DMs needlessly. We don't want to tell DMs, "You have to do this." It's pretty lame to force DMs to walk through a monster script. It might be interesting for a specific monster (the clockwork knight programmed with three specific routines) or encounter (the zombies in the temple of Orcus attack good clerics above all other targets), but not as a core rule.
Third, we want playing a fighter or similar class to be fun, and we think we have mechanics that make it fun to sit in front of the party and hold back the monsters while beating on their asses.
The paladin does resemble the knight, but (we hope) that the paladin's use of the knight's toys solves the problem some people had with the knight. Namely, that the knight's compulsion felt like a magical effect, but didn't use magic. In the paladin's case, he's doing something similar with his mastery of divine magic. However, his ability does not say that the monster must attack him. It makes it a better option, but doesn't eliminate other options.
The fighter is just nasty. In design, we figured that people who play fighters do so because they want to kick the crap out of monsters. If you're next to a fighter, and you take your eye off him to deal with someone else, you aren't going to be happy. We hope that this sort of mechanic leads to good teamwork (the fighter holds down the hill giant) while also speaking to why people play the class (the fighter player gets to have fun beating down the hill giant).
There are no mechanics that compel the monster to attack anyone (well, a specific spell might do that, but we already have that in D&D). We want DMs to make NPC fighters and paladins, and it would be really dumb if the DM had to impose a threat or aggro mechanic that dictated who the PCs had to attack.