Exactly as easy to hit by AC based attacks... probably lower HP, and probably higher damage. And if this is not true, the precious little 'roles' fail because the defense guy isn't actually the defense guy, and the damage guy isn't actually the damage guy.AlexandraErin wrote:@Roy:
The Rogue's only easier to hit if it's specifically a Swordmage or someone else who can swing a net +3 AC. If it's +2, then the mark means the Rogue's exactly as easy to hit. If the Defender is standing ground and the Rogue's mobile, the Rogue's hard to hit in ways that don't boil down to %/DPS calculations.
Also, you can move and attack in the same round. All that means is they're doing the Murder Tango.
First off, stop wanking to that straw man. Or fingering yourself, if your username is any indication. Your lies are highly offensive, and should be met with offense in turn.As I said, I know you guys strip the game of all tactics and play it like it's a video game where your choices are ATTACK ITEM RUN,
Second, tactics do come down to the commands you use. That word does not mean what you think it means.
Third, I find it ironic it's the apologetics comparing 4.Fail to video games this time. Though yes, it does boil down to that as everything is a basic stat contest, and if your numbers are bigger you win. Otherwise you save and reload.
Double irony: It's the apologetics making MMO references.And "Higher priority target" is MMO PvP logic. If you want to play that way, more power to you, but I don't understand why you wouldn't rather play an MMO if that's what you're going for. I've read you guys sneering at the idea that we 4E defenders are saying the system isn't broken because the DM can fix it. No, actually, the system isn't broken because it posits a DM and not a competing player at your game of DPS Battlechess.
But no the fuck it isn't. See that guy who hurts you worse? You fucking kill him first, because you don't want to die. Full stop. Sure, MMO aggro amounts to the same thing, but it is by no means exclusive to them. Enemies will always target characters in order from highest to lowest threat, and they will always focus fire because HP damage does nothing until it kills, and as this is a basic rule of the world everyone knows it.
And usually it's the apologetics who bring up 'no iterative attacks' as a good thing, yet here you are making out as if the MOB (and that's what it is, see existing works for why the system breaks when you treat enemies as anything but) is incapable of both moving and attacking in the same round, despite it getting a Standard and a Move. So yes, they do the Murder Tango across the closet squares. While the Defender chases. Cue Benny Hill music. Meanwhile, the other 4-12 MOBs do whatever the fuck they want, since the 'defender' can only defend against a tiny fraction of the enemy force.But even ignoring the in-game/meta-game distinction of "Who do I make this character/gamepiece attack?", if the Defender is sticking to the monster and the Striker is moving away from the monster, then the monster's giving up attacks and taking hits to chase the Striker, isn't it?
And oh yeah, if for some reason they did get pulled his way, he'd die to focus fire in very short order because his defenses are only marginally better at best. But the damage? Much lower. Well, unless you're a Fighter, but that doesn't really count since the devs deliberately busted their own chops with that class.