Quote Originally Posted by Mikey_R View Post
The problem is, you cannot do that. Mitigation and healing plans exist for a reason, to make sure you have enough resources through a fight to mitigate everything you need to. You can put RNG mitigation in there, it won't be used for anything serious and it won't be planned around. Even crits might not be unless the crit rate/damage of the boss is significant enough.
I don't see rigid encounter planning as a necessary part of the game's design. We absolutely could have more variable encounters that would require different playstyles on account of players. There could still be some level of planning, but it wouldn't lead to a step by step, by the second plan. Instead players might work out a priority system and supplement that with short preplanned sets of actions for specific situations.

That would be a massive improvement over what we have now in my eyes, though for anyone who enjoys decoding a fight down to the second it might not be looked upon favorably.



Everything will be planned around, those randomised party hits are going to be done at the same time each fight
They don't have to be. I'd rather that they weren't.