Grrrrr!!!! I don't remember which game it was. Could be Ruins of Myth Drannor.GawainBS wrote:In Wizardry VIII, there was no difference between the carry capacities of males & females. Sorry about misreading it earlier.
Weight distribution or not, it is still over 75 pounds to carry around. And not just carry, you have to fight. Oh, and add a heavy shield to the equation. Must be very fatiguing.About the armour: it's not about the weight, it's about distribution of the weight. Platemail is more comfortable to wear than chainmail: the weight isn't such a factor, because platemail distributes it over the whole of the body and doesn't let it drag on the shoulders alone.
I won't nitpick about the claymore: it might just as well be a sword weighing about 2 pounds, depending on specific type.
Full plate offers a better protection and looks cool but it is bulky and cumbersome compare to chain or leather.
Btw, medieval knights often wore chainmail (hauberk and coif) under their padded plate armor for better protection.
Anyway, I find this limit artificial: if you're a warrior, you can do every thing a warrior can, or else you aren't one. I think the Marine-example made it quite clear.
The Marine example did not make it clear at all. Check this out.
I don't mind female warriors in fantasy RPG (and most of the time it is a purely esthetical choice anyway) but if I want to play fighter/knight I’d rather play a male character. It seems more realistic to me.
I agree. For example, PC comes to a remote benighted village. The only accepted outsider is peddler Jones who brings goods and rumors every summer, when the surrounding swamps get drier. Any newcomer is looked upon with suspicion and an adventurer will have a hard time asking for directions ("Huh? Cave o'goblins? Never heared 'bout no cave. Elder Moss might know but if I was in yer shoes, I'd not bother Elder Moss."). A female will have an even harder time ("Huh? Cave o'goblins? Ain't ye have no husband, lass? Off with ye afore Elder Moss sees ye gallivantin' 'round in yer leathers.").fable wrote: By maknig the experience of discrimination as varied and multilayered as it is in the realworld, we would offer the player something strikingly different. And with the prospect of achievable goals in sight, it could be very playable.
In short, I think we're looking at a series of slider values affecting considerably more than attributes. And more than anything PCish. The values would need to be configured for the culture, at all levels.
A half-orc adventurer will have to dodge a pitchfork before having a chance to ask a question ("Huh? Cave o'gob... Are ye talkin' to me? ARE YE TALKIN' TO ME?!").
@Domi Ash
Of course you don’t have to play games you dislike so intensely. But does it mean those games are bad?
Heretic Kingdoms: The Inquisition is female-only game. Have you played it?
Out of curiosity, can you tell us what made you hate this “male-only” game so much? What was cheesy? Dialogues? Story? Deaders?It was PS:T in particular that convinced me that I should not waste my toime on male-only game. The only time I had some sort of a success playing PS:T (as in not grinding my teeth in frustration anticipating the alleged greatness to seep in and overwhelm...) was when I said screw you, Interplay, took the dialogues, re-wrote them for the female lead and repalced the main character avatar with a female. Then, Monty's jokes were not a reason to want to go and hung myself wuite so much (though only Shandra managed to take over from him as the most hated character of all times), and Deionar (instead of Deionarra) did not cause me to want to scream in agony at the horrifying cheesyness of the game (hells, I even called him Kivan at first to make it bearable!).