Guso mananow1/1/2024 ![]() Hmm, how to describe this I recall making a somewhat mean-spirited reference to the “Brad Wardell School of Design” as a reference to Elemental: War of Magic (and previous Stardock game designs) using stat percentage boosts, numerical iterations to differentiate spells/items/structure rather than some kind of state change differences. Like, you could have a sword that causes poisoning and a sword that stuns an enemy versus a sword that does 2-14 damage with a 2% chance to crit and a sword that does 3-12 damage with a 3% chance of crit. That’s a good point which relates to another design point I’ve been kicking around – it’s a matter of state-vs-stat based differences. What would you, dear reader, do to make the Warrior an interesting class to play? We are also giving the warrior a number of pre-combat passive specialization skills and silly special abilities along with in-combat spell-like combat powers.īetween the item collecting, booze drinking, weapon swinging, carrot hunting, area attacking, face mashing, health stealing, and hat wearing, if you really can’t find enough to do as a warrior, you can always effectively multiclass because Dredmor is an entirely skill based game (read: no classes) and is made to be friendly toward combinations of skills across class archetypes.Įdit: Epyon, in a comment, makes me think of a great conclusion for this post: Said items shall have sundry absurd powers and unique odours. One hopes that these are always interesting and meaningful choices, of course.ĭredmor takes up a few approaches to giving warriors the love they deserve: Naturally, we have piles upon piles of ridiculous items to wield, consume, quaff, and wear upon one’s head and/or other extremities. The necessity of giving pure-combat classes more gameplay/agency has generally been recognized so, in all, games give warrior characters many more choices to make than they once did. Regardless, there were also talent trees which gave specialized skills, attacks, etc – The latest D&D even seems to have taken up MMO-influenced abilities for warrior-type classes with gusto. Or maybe it was Rogues that build up skill to do neat attacks. Now take World of Warcraft as an example – it’s been quite some time since I’ve played, but from what I recall, Warriors build up and use “rage” to execute special attacks along with using skills that use timed cool-down periods per-skill as a limiting factor. Titan Quest did similarly, and with mana. Diablo 2 gave the Barbarian class piles of both passive and spell-like skills which used mana as a limiting resource (though perhaps mana is thematically inconsistent for the class). I must mention Blizzard’s evolving solutions to the problem: The Diablo 1 warrior had barely anything to do but hit ‘attack’, quaff potions, and collect loot. It is compelling to collect and use equipment, but a warrior really ought to have something to do in combat aside from clicking “attack”.īut this is a known problem, and it has been dealt before, and cleverly. A player’s agency comes more from the set-up to combat through having a much more equipment-driven character than, say, a wizard. Maybe you get to quaff (but never “drink”) a potion every so often. Men sometimes have great walls as well, although not as prevalent.Combat RPGs don’t traditionally offer much active choice to a warrior character: Do you attack? Do you not attack? And there are many many stories about parents going as far as disowning children for marrying non-Chinese. I interviewed a number of uncles and aunts about their views on their children marrying Filipinos and they would say things like they don't think the marriage would last cuz they come from different cultures or that they don't want their children to marry into a Filipino family because they could potentially be asked for money by their in laws. Traditional Chinese culture is pretty closed minded and downright racist at times. From the parents perspective, it's mostly a cultural or money thing. Most are like 2nd or 3rd generation Fil-Chi so we are fairly assimilated. Most Fil-Chi of this generation don't mind relationships with Filipinos. From my personal experience, this "Great Wall" is mostly present in the older generation. And I wrote a short paper on this in college.
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