Your character against one creature, with real choices: Feint, Trip, Grapple, Demoralize, Raise a Shield, and your class's own (Hunt Prey, Rage, panache and finishers, Flurry of Blows, a champion's reaction). The creature uses its own tricks. A coach shows what each choice is worth.
With no grid, both sides are always in reach. On a board: Stride and Step (pruned to the moves worth weighing: into reach, to the edge of its reach, away), reach from each Strike (a Reach weapon 10 feet), Reactive Strike when you leave a square in its reach (Step never sets it off), a grab ends when the grabber moves, ranged Strikes with their range penalties; no walls, cover or flanking yet. Your actions: Strike, Feint, Trip, Grapple, Demoralize, Raise a Shield, Stand, Escape, with your skill ranks from Character plan (Combat skills), and your reactions, one a round, each asked of you when it triggers: Reactive Strike (every Fighter; a level-6 class feat for Barbarian, Champion, Commander, Exemplar, Guardian, Magus and Swashbuckler), Shield Block (every Fighter; a general feat for anyone else) and Reactive Shield (a Fighter or Guardian feat), the last two with a steel shield (+2 AC raised, Hardness 5; its own Hit Points are not tracked). Class features: a Ranger's Hunt Prey with the Flurry, Precision or Outwit edge and Twin Takedown; a Barbarian's Rage by instinct (Fury, Spirit, Dragon, Giant, Superstition; Animal and the rest not yet); a Swashbuckler's panache from Tumble Through and its style's action, Precise Strike and Confident Finisher; a Monk's Flurry of Blows (Fist, d6 from Powerful Fist); a Champion's reaction for the three causes that protect yourself (the other four protect an ally, which a fight of one against one never has); a Fighter's Double Slice. Twin Takedown and Double Slice ask for an off-hand weapon. The creature's resistances are not modelled yet, so "combine their damage for resistances" changes nothing here. Tumble Through: straight through its space to the square past it. The creature: its Strikes with Grab and Knockdown, its abilities with a save (a Breath Weapon's damage, and the conditions an ability gives by the save's result: frightened, stunned, slowed, dazzled, persistent damage and the rest, with incapacitation and recharge), its spells (a basic save with damage, a spell attack, a save with conditions; each spent from its slots, Focus Points or casts per day; Cast a Spell provokes Reactive Strike, and a critical hit disrupts it; a burst is aimed at a grid corner and drawn as a circle; the rest listed as not modelled), Constrict, Reactive Strike and Ferocity; anything else it has is listed as ignored. Fights end at 0 HP.
The coach plays a few dozen quick fights from here for each choice (that action, then simple play for both sides) and counts the wins: a guide, not a promise.
Every fight you finish here, with its Luck and Skill, kept in this browser only. Luck: the share of your d20s above 10 against the enemy's, scaled for how many were rolled; 50 is even dice. Skill: the win chance your choices added over plain play (Strike when you can), 50 plus the points; playing plain all fight is exactly 50.
Both sides chosen by the AI. The three-Strike figure is Matchup's exact slugfest for the same two sides, for comparison: what playing smart is worth.