This isn't really true -- recall that large part of RPG group combat (DA included) actually relies on making as many of your enemies as possible to focus on one of your characters, the "tank" who gets actual abilities to allow that.- Alpha Strikes. This tactic is viable because it is asymmetric, in the sense that enemies never do the same to you.
The difference is usually in the player being free to focus their damage on squishier targets instead of the one most heavily armoured, if they choose so. In the situation where the AI can do that as well it comes down to positioning, as in having your characters take advantage of terrain in ways that minimize enemy's ability to focus fire on those in your group who wouldn't be able to take it. That's however pretty rare, since AI playing actually smart for a change typically leads to the player ending up frustrated and concluding "the game sucks".
This tactics works and is plausible mainly because in typical arrangements the enemies are divided into patrol teams over largerarea (and in medieval'esque settings they conveniently lack instant communication between separate patrols) While your party is fully visible in open space, the spaces where the game takes you are frequently anything *but* really 'open' -- cities, forests, castles, caverns etc and so on, all have lot of elements which break the total space into series of much smaller areas, where the enemy groups lack contact with anything but what's in their vicinity. This makes make-believe stealth and such optional rather than mandatory.-Divide and Conquer (Ambush-wise). This tactic only works when enemies are already divided into small groups and you can take them out without raising alerts (so like I said, it turns into a stealth heavy mechanic), or when enemies are basically unthinking and divide themselves in an "ambush". In most RPGs, your party is fully visible in an open space - the idea of the enemy splitting up to chase you is just plain silly.
I'd argue this isn't really true, as the RPG mechanics typically try to allow for and emulate this behavior with their dodge/block/parry stats, to-hit rolls, movement speeds and attack ranges. It's not perfect and the players might find silly way to abuse it but still, it exists and it exists as part of the design.As for the example of moving and weaving - now we're talking about things that are literally a fundamental violation of how RPG combat is designed to work, i.e., mobile and avoiding injuries instead of standing around like a brick. You might say this is just animation, but that's not right. It goes beyond that, to the fact that real combat against superior numbers is all about fast dynamic movement which really becomes so-called twitch action.
I think this is, unfortunately, the Dramatic Cutscene getting upper hand over the game's own mechanics. Cailan is supposed to die and Duncan needs to have this And Now, Some Real Rage scene seeing that, but this particular scene plays literally back to back with team of four people (two of them being regular soldiers, and two fresh Grey Warden conscripts) taking out an ogre that looks just like the one that kills Cailan, and which demonstrates that getting crushed by the ogre is either survivable or plain avoidable in the first place.When we have Duncan and Cailan fight an Ogre, the Ogre crushes Cailan in his bare hands without any effort. Then Cailan is dead. Duncan can - despite being exhausted - kill the thing, but in this 2 v 1 situation we end up with one person dead as a doornail, because one hit is absolutely fatal. And that's just raw strength against an unarmoured enemy. And that only works because Duncan does something that IRL is impossible - he leaps onto that Ogre higher than Lebron does when he dunks.
Cailan doesn't so much die because the Ogre is such incredible threat, but more due to being put in situation where the other person he's fighting that ogre with is conveniently made unable to react until The Plot says it's ok for them to react.
In any case, I don't feel this goes much against what I said regarding the power difference between PC and friends, vs more regular folks -- if the point raised is, such characters facing strong monsters would frequently wind up dead then yes, this is quite correct. But it's also why the RPGs address that issue with number of make-believe explanations and mechanics, from convenient Cure All Wounds potions they allow you to carry in bulk, through magic to (in some cases) plain resurrection. Because indeed, without these most of the RPG adventures would be very, very short.





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