Questionor wrote:There is another way this stuff comes into play in mmos that I've never seen apply in a normal rpg which is agro management. I really know how most DMs/GMs handle the decision of who monsters attack (as I don't DM/GM) but in mmos there is this hidden agro number and the person with the highest agro is the one being attacked. So a good part of big battles is making sure the tank (guy with best armor/DR/etc and most hitpoints) is the one taking all the damage and using various affects end up allowing you to also control that agro score. A tank may taunt and do no damage but it will up his agro. Direct damage will generally total more agro than a damage over time, same goes for healing. Buffs and Debuffs depending on the skill/spell will have positive or negative effects on agro. I guess this agro stuff probably doesn't really apply to normal rpgs though.
There are explicit rules for this in D&D 4E. Certain classes have the ability to "mark" their enemies. A marked enemy takes penalties (and often more severe effects) if they don't attack the person who marked them. So if a fighter marks some kobolds, those kobolds are more likely to attack the fighter, so it's like the fighter has the highest agro.