Interesting perspective, Mkaybellene. The idea of role-playing as a rogue who smashes everything in her path might seem like a creative justification for the mechanics at first glance. However, it's important to recognize that this is an extremely specific and isolated interpretation, conveniently tailored to make the flawed mechanic seem acceptable. The reality is that game mechanics should accommodate a wide range of characters and narratives; not just this one hyper-specific scenario of a chaos-driven rogue.
If we apply this mechanic to other archetypes (such as an intellectual mage, a devout cleric, or an honorable warrior), it completely falls apart. None of these characters would logically engage in wanton destruction. This makes the mechanic inherently incompatible with the majority of role-playing possibilities an RPG is supposed to offer.
Aligning your interpretation with the mechanic doesn’t validate the mechanic itself. Instead, it merely highlights how shallow and poorly thought-out it is. A well-designed RPG mechanic should support immersion across diverse playstyles. It should not force players into a specific mold that defies logic and breaks immersion. This design, unfortunately, feels like it was created for a generic action game with little regard for narrative depth or consistency.
Which brings us to a larger issue: the game was marketed as an RPG 🎭. Yet it feels more like a generic hack-and-slash 🗡️ lost in its own confusion 🤔. It’s almost as if the developers had no clear vision of their audience or their goals 🎯. The result is a product that’s neither an immersive RPG for those who value storytelling 📖 nor a competent action game for those seeking fluid, satisfying gameplay 🎮. Instead, it’s a hybrid that stumbles awkwardly through both 💩💩.
So, attempting to justify a disconnected and limited mechanic with such a narrow and convenient example doesn’t fix the problem. It just highlights how far this game has strayed from the core principles of an RPG. After all, a game that sacrifices logic, coherence, and consistency for superficial, lazy design isn’t an RPG. It’s just a poorly executed action game in denial.
And let’s be honest: trying to frame this as 'role-playing' is almost as convincing as claiming smashing urns in the Necropolis is a respectful cultural tribute. Amusing to imagine, but completely illogical.