Update #44: The Rules of (Melee) Engagement in Pillars of Eternity: Announcements and News Posted February 27, 2013 I don't agree that 4E really locks down everyone's movement. I played a warden for a few years and even he couldn't really lock down movement for more than a few characters at a time and that's literally what I built him to do. I agree that 4E does make movement and positioning more important, and that is ultimately the goal. We are implementing our Engagement system with the understanding that we may need to modify elements of it to find the right balance of tactical movement requirements and freedom of movement in our combat environments. In the example of the wizard, I don't believe that's any different than dealing with a persistent hazard, something that comes up with great frequency in the IE games. I do think it will probably require more than one click to move around such a hazard, but I don't believe it will devolve into endless multi-clicking. In the last example, melee enemies moving through melee enemies, moving characters will not trigger Engagement. If two opposed melee fighters rush by each other and they're not stopping to attack, they won't engage the other. Also, if a fighter is not in his or her Defensive mode, he is likely to only be capable of engaging a single target at a time (his or her current melee target). If some of those melee enemies are targeting someone rushing past, they will stop to attack and that will result in Engagement, but that's a typical and intentional result. I'm surprised you're actually using 4E as an example of something you want to emulate in PE. I would have hoped you'd say "don't worry, 4E is a rules heavy, turn based game which many people consider very slow, and we don't want our engagement mechanic to produce that kind of game". You're saying that making movement and positioning more important is ultimately the goal, which sounds like a design decision bigger than just engagement. Can you understand my concern about trying to do this with a click-to-move CRPG? Party movement and pathfinding AI has traditionally been one of the weakest spots of these games, showing the limits of the engines and generating a lot of complaints. This is a genre where NPCs can frequently teleport because pathfinding is so easily broken, and where post-IE games avoided full party control because it was harder to deal with. I remember times - many times - when I tried to move a character halfway across the screen in combat and they decided to take a detour halfway around the level because a moving enemy temporarily blocked their path. Having engagement as a specific feature is one thing, and can obviously be debated. But if you want to emphasize movement and position in general, do you plan any engine/UI improvements to go along with that? Someone gave waypoints as an example. I'd hate to have game mechanics that required waypoints, but they are the classic way of allowing multiple units to execute complicated moves without having to madly scroll back and forth and babysit all of them at the same time.