Monsters with minimal smarts will want to bypass the tin can, and kill off the softer party members first - rogues and mages that often do as much damage as the warrior if not more.
How do you as the Games Master intend for the Warrior to do his job and prevent that from happening?
(1) Make Communication focuses such as Leadership and Deception (and Intimidation if that one existed) mechanically important - make Ability Tests to make the monsters abandon their clever plans and deal with you first
(2) Import the notion from the CRPG that heavy armor somehow attracts monster attacks. If so, do you have an in-game explanation for this behavior?
(3) Provide no help at all. Vulnerable characters will have to actively hide behind the warrior to help him help them. If a monster wants to ignore the tin can, nothing stops him from doing so, unless all the "clothies" run away leaving the monster with no option (but possibly overwhelming the warrior or leaving him without support).
(4) "Cheat" - that is, make smart monsters attack the warrior anyway, because it makes for a better game, despite how killing off rogues and mages would really be a smarter battle plan. In other words, keeping aggro completely arbitrary but also invisible. (Much like how you had to handle things in the days before rpgs with explicit support to handle the issue)
(5) Add house rules - perhaps a Warrior-only stunt to cripple a foe's movement, forcing him to stick around and fight you first? Or perhaps an "enrage" stunt that makes an enemy see red and focus only on you. The possibilities are many...
(6) Other - please elaborate
Your thoughts are appreciated








