No.213 / 280Strategy & systems · Unit command

Pull the Aggro

Keep enemies glued to the toughest ally so everyone else can deal damage safely.

Prototype complexity
Who plays
Solo decisions
Design focus
Cooperation · Planning
Dragon Age: OriginsNo.213Dragon Age: Origins

01The core loop

Action → feedback → next choice
  1. 01Tank draws threat
  2. 02Enemies lock onto it
  3. 03Damage dealers open up
  4. 04Re-taunt when it slips

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    The tank’s taunt has 5 seconds left on cooldown; the mage is about to cast a big nuke while the enemy hits the tank.

  2. T2

    Turn 2 · The player chooses

    The mage casts a small spell first and waits for taunt.

  3. T3

    Turn 3 · The feedback

    The nuke spikes threat, and the tank immediately taunts it back.

  4. T4

    Turn 4 · The next decision

    The player starts syncing nukes with taunt cooldowns.

How it plays

Enemies pick targets by hidden threat; damage and healing generate it, and taunts force attention onto you. Players pace damage so fragile allies don’t get targeted. Enemy facing, markers or threat cues provide feedback.

What the player weighs

  • Full damage vs pulling aggro
  • Tank builds defense vs threat generation

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Dragon Age: Origins
D

Dragon Age: Origins

P1

Warriors have taunt-style talents that raise threat, and pausing lets you set the tank up front while mages fire from behind.

Grim Dawn
G

Grim Dawn

P2

Pets and summons divert enemy attention, and some skills or items draw aggro, letting summoner builds keep the hero out of the fray (details may vary).

The difference worth noticing

Dragon Age distributes threat across a party; Grim Dawn mostly has a solo hero offload it onto summons.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Pull the AggroUnit command+

When the tank goes down, threat snaps to the nearest reviver, so whoever helps must be ready to defend.

Prototype this combo in Yoroll

→Follow the next idea

Unit commandNew

Focus Fire

Concentrated damage beats spread damage: one dead enemy is one less threat.

Prototype complexity
Who plays
Solo decisions
  1. 01Identify the top threat
  2. 02Everyone targets it
  3. 03It goes down
  4. 04Shift to the next
Age of Empires II: Definitive Edition · XCOM 2
Unit commandNew

Hold the Front Line

Put tough units up front to soak hits so fragile damage dealers survive behind them.

Prototype complexity
Who plays
Solo decisions
  1. 01Arrange positions
  2. 02Enemies hit the front
  3. 03Backline deals damage
  4. 04Refill when the front falls
Monster Train · Wildfrost
Unit commandNew

Speed Sets the Order

Who acts first often decides the fight, making speed an underrated stat.

Prototype complexity
Who plays
Solo decisions
  1. 01Tune speed stats
  2. 02Turn order forms
  3. 03Plan around the order
  4. 04Strike first or get struck
Darkest Dungeon · Divinity: Original Sin 2
yorollGAMEPLAY ATLAS

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