Quote Originally Posted by Wolfie View Post
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.
Absolutely, It would necessarily depend on the enemy AI. They would need to recognize when there was danger (ie, first lightening bolt in water, does AoE knockback, escapes to higher ground) you might need to knock them back to the area you want them in and they would have moves to get themselves out of the situation.

It was just a thought to break up the "tank and spank" method. I'm not saying every enemy or boss would need this to defeat it, just add an extra dynamic to battles. Heck, even have Titan changing the landscape or have pillars we can know over to get higher ground.

I was hoping to inspire added dynamics instead of excuses as to why adding more ways to play would be bad. oh well...