Graunt wrote...
hakwea wrote...
I'm talking about things like no energy regens, can only rest at X that you never is up hills both ways from where you are etc. One example of annoying things I find that still is being held in most games is that rogues are the only ones that can open locks. Its a stupid annoying limiting factor. classes should be defined on their abilities not on stuff that requires you to always take them or have your party be "weakened"
Last time I checked, opening a lock, or pickpocketing someone, or finding and disarming a trap is an "ability".
Lockpicking, in DA, is an ability of the sterotype and not of the
class. The same thing with disarming traps. DA allows anyone to craft
traps. A mage can be a master trap maker and yet still is unable to
disarm them. There is nothing about locksmithing that should make it a
rogue only skill. It isn't a skill of the class.
For other
examples what if World of warcraft limited warriors to mining and
Blacksmithing as professions. It fits the classic sterotype. But they
can because wow is attempting to define the warrior by its abilities,
instead of by the abilities of its sterotype. And yes I'm fully aware
wow has the same classic rpg failure of only rogues can lockpick.
In
a world that makes our characters adventurers they already are apart
from the sterotypes. They should be able to pick and choose what
"adventurer" skills they want. DA has done this to some extend by
opening up posions, trap making, herbalism, pick pocketing to others but
still holds to some of the failures of classic rpgs that should die.
After
all in a game like DA where stats are a major factor in abilities the
rogue will already get a bonus to such things by virtue of having those
stats higher. Give inherent bonuses to sterotype abilities but not
limiting those abilities to those sterotypes is what more games need to
pick up and one aspect of most modern rpgs that need to be carried on to
future rpgs.
Modifié par hakwea, 05 mars 2011 - 09:43 .