So stealing some mechanics from WoW I decided to try something different. the party consists of a hybrid avenger/prot pally, brutal scoundrel rogue, hybrid ardent/cleric and elemental sorcerer. So we have a tank, healer and two DPS, why not have them work together by having the pally actually tank the monsters, the cleric do at will heals while still being able to deal damage and the rogue and sorcerer focus on damage.
Also the Paladin will have the highest initiative bonus in the party, right now the rogue has a +11 on init and the pally has a +3. it just makes more sense for the tank to take the lead in combat rather than the rogue.
I made some modifications to where the pally has some aggro generation and ranged pulls. in addition this gets the pally to get to the front of the group rather than her usual system of trying to hang in the back with the clothies lol
Paladin (tank): A tank is a character whose primary role is to absorb damage and prevent others from being attacked. Tanks are “meatshields”, so to speak, putting themselves between the enemy and the more vulnerable party members. The tanks main job is to hold create and hold aggro, meaning that the tank taunts and creates higher threat than any other party member to the enemys, causing them to attack only the tank. If another player generates a high amount of threat, for instance the sorcerer does an AOE attack that causes massive damage, the tank my lose threat and the enemy will begin to attack the sorcerer instead.
Paladin threat is generated by abilities such as concecration
Consecration – high threat AOE spell temporarily infuses the ground with holy power, 1d6 damage to all hostile creatures who tread upon it, can be used once per round as a minor action. consecration is an area burst 2, the attack will move out 2 squares from the paladin in all directions, in addition any creature affected by consecration who does not include the paladin in thier next attack takes 1d8 damage and a -2 penalty to attack and damage rolls.
Flying Shield – a ranged attack where the paladin throws thier shield and hits up to 3 targets within 2 squares of one another and does 1d6 damage to tagets hit by the attack. Targets must be witin 6 squares of the paladin to use this ability, may be used up to twice per encounter, generats a high amount of threat
for the Cleric, heals on a points/mana system that can be used anytime in an encounter. all powers with healing lose the healing portion but maintain the attack /damage portion
Healing : The cleric will have a total of 5 at will heals to use for each encounter, heals are based on a mana point system. once all heal points are expended she will have to use a mana potion as a minor action and the recharge will take 2 rounds at which time she will not be able to heal. The Tank is priority for the healer. Each heal allows the player to gain HP equal to thier surge value.
I ran some pen and paper simcrafting using the rules and it seemed to work well, I used a group of 5 monsters 1 lvl higher than the pc's, consecration forced me as the dm to keep the monsters attacking the pally in order to avoid the damage and attack penalty. the cleric used 4 heals on the pally and one to the rogue before having to take a mana pot recharge. I did the sims using actual rolls for hits and damage and it seems to work pretty well, the pally took a beating but survived , rogue drew aggro once with a big sneak attack hit and the squishys were safe at a distance. I tried a few different setups and each were tough but when they worked together they were able to pull through it.