Why do people keep trying to implement the PnP engagement system in non-turn based cRPGs? in Computer and Console Posted March 4, 2018 · Edited March 4, 2018 by scythesong You've managed a straw-man in the second sentence of your response, that's impressive :-P As impressive as your "it's there, just deal with it" approach to the argument, which sadly also happens to be the general reply. Also as with your playing devil's advocate by arguing that a pseudo-turn based game is actually a real-time pause game (which is ridiculous, PoE gets more forced pauses than Divinity: Original Sin) or that undermining a mechanic that serves no purpose (it's VERY conspicuous how no one seems to be offering a clear advantage to the engagement system other than "because the game comes with it") counts as "using it to my advantage". I don't know if that's meant to be funny. No one seems to be acknowledging the massive cons of the mechanic either. That's disappointing. Also PoE is being heavily marketed as a spiritual successor of the IE games, specifically Baldur's Gate and the Icewind Dale games, which are actual real-time games with pause (and the real time aspect is one of bigger strengths of these games, as underlined by the EE versions). So yeah, the whole "this is a different type of game, deal with it" approach is just one big fat straw-man argument anyway, I just didn't think I needed to point out the obvious.