Quote Originally Posted by ZakarnRosewood View Post
I think this encourages a very static battle, sit in one place and spam attacks. I'm hoping for more dynamic fights in ARR, ones that include needing to move about and reposition yourself. Like this knock back stuff I read about.

Instead I would prefer to see something where elevation and terrain will be taken into account. A dragoon will do more damage with his jump if he does it off of a higher elevation than the enemy, Same with archers. Lightening will do more damage if the enemy is standing in water. The enemy can knock you off your "perch" as an AI strategy, or you can knock them down so they dont have the advantage over you. Like they did in FFT: War of the Lions.

Thoughts?
Wouldn't those fights again lead to a "just drag the mob next to the cliff/in the water, then fight it there" scenario?

You should be focusing less on situational bonuses, and more on designing monsters themselves that require movement and positioning. Adds, conal/directional attacks, pillars of flame, target-switching, resistances and weaknesses, etc.

These will do much more do make battle interesting than requiring the party to do a one-time repositioning at the beginning of the fight, and then having to keep the mob in that same place the whole time.