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digamma

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  1. I don't think this will work at all for Project Eternity, as it has been inspired by the infinity engine rpg's, wich have a more open structure. In susch a case regaining a portion of mana after each combat and only resting at plot specific points would be arbitrary and silly in such a game.
  2. I think positions would be more useful if besides the shield wall and phalanx formations mentioned earlier, attacks of opportunity would be in. A feat that forces an enemy back on successful aoo (and tumble etc. checks) could expand on this. Furthermore a characters weapon could affect this; someone with a dagger will have a lesser 'threatened area' than someone with a dagger. I think situations where a characters AI takes over to run towards cover and the like would be a poor design decision. It reduces of the interactivity of the combat, and the AI won't be able to execute the orders just in the way the player wants it to do, with wouldn't make the game more fun.

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