Originally Posted by
NathanH
I'm not sure why they're worried that, traditionally, wizards and priests have had "use up" abilities and fighters and rogues haven't. Even ignoring the fact that fighters and rogues do have "use up" health points (wizards not needing them so much), it doesn't matter in a single-player party-based game where you're going to have a mix of the classes anyway. Unless you plan to make a party entirely of fighters, it doesn't really matter if a fighter requires less babysitting than a wizard. Indeed, given that the game is real time with pause, an excess of party members with lots of activated abilities is something to be wary of. It doesn't matter much in the Infinity Engine games that you don't really give that many orders to your fighters, because they're doing their front-line job and you can spend your effort controlling your artillery characters.
As a bit of a tangent, that's one reason why MMO aggro concepts don't work particularly well in single player games like Dragon Age. In a multiplayer game, if you're going to have a tank archetype then that archetype needs to have abilities that it needs to use wisely, otherwise playing that archetype is utterly tedious. Hence, aggro mechanics. In a single-player party-based game, it is quite irrelevant if your tank is doing nothing more elaborate than standing at the front of your party so the enemies target it first, because you don't need to be doing anything with the tank, you can be controlling your other party members instead.