Combat RPGs don’t traditionally offer much active choice to a warrior character: Do you attack? Do you not attack?
Maybe you get to quaff (but never “drink”) a potion every so often. A player’s agency comes more from the set-up to combat through having a much more equipment-driven character than, say, a wizard. It is compelling to collect and use equipment, but a warrior really ought to have something to do in combat aside from clicking “attack”.
But this is a known problem, and it has been dealt before, and cleverly.