It's really not as different as you're suggesting. If you play blackguard by charging into every fight regardless then you're going to have short and very bloody games. It simply doesn't work.
Rather than a completely different playstyle I'd argue it's exactly the same detect, decide, fight or run mechanic as ever other character. In fact, warrior is much less dependent on detection and much more punchy than a blackguard.
To make an Angband variant just because one character doesn't use the rest command seems ridiculous. It would be like a variant for a warrior because they can't read books, or for the necromancer because they don't use light. Every class needs it's foibles, it's what makes vanilla interesting. I found in earlier versions of Angband that too many of the classes didn't feel distinct enough, now every class feels much more unique.
Rather than a completely different playstyle I'd argue it's exactly the same detect, decide, fight or run mechanic as ever other character. In fact, warrior is much less dependent on detection and much more punchy than a blackguard.
To make an Angband variant just because one character doesn't use the rest command seems ridiculous. It would be like a variant for a warrior because they can't read books, or for the necromancer because they don't use light. Every class needs it's foibles, it's what makes vanilla interesting. I found in earlier versions of Angband that too many of the classes didn't feel distinct enough, now every class feels much more unique.
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