Okay, Age of Decadence is one of the most bizarre RPGs I have ever played. It's incredibly compelling, yet broken on so many levels. The game has amazing combat mechanics - seriously, they're incredible, very polished and surprisingly clear. Also, every RPG needs a sandbox arena as a part of its tutorial, I got stuck there for two hours. The world and writing are amazing, I'm pretty much in a constant state of depression while playing the damn thing and the first thing I learned is that goody two shoes dies fast, so I cheat, rob and kill my way towards hopefully improving the larger picture. The first time I saw the Abyss sent shivers down my spine. The graphics are spartan but effective and all you need to survive is to use common sense. Mostly...
... Mostly because the devs clearly bit more than they could chew. Most of the issues with this game come down to the fact that it presents many of its quests in the interactive book format. This means two things: 1.) Player interactions are strictly limited to what writers thought of, 2.) Gameplay is not partitioned properly
1.) Good RPGs tend to give players a world with which they may interact creatively using the tools developers gave the player, potentially in ways devs never expected. Let's say a designer deems it appropriate to place a door somewhere in the game. Every single such door will then have the same set of interactions associated with it, with predictable outcome. Lockpicking skill will open the door quietly. Bashing the door open will aggro nearby enemies. Blowing it up will aggro everybody. Important thing is that these options are consistent, with predictable results. Additionally, no matter many how many skills there are in the game, to make those work, you just need to properly associate them with these objects. Bad design is when writers and scripters don't take all your options into account, but the worst thing that's gonna do is raise some eyebrows.
AoD, on the other hand, only offers what writers could think of at any given moment. If you see a lone guard, sometimes you can attack him. Other times you can't. Sometimes you can impersonate a member of some group. Other times you can't. Hell, at times, the game doesn't even offer a choice to back out of a situation you could easily back out of, whereas in proper gameplay you could just walk out. Which brings me to...
2.) Due to the unpredictability of your actions and their results, you need to savescum. Due to the structure of quests, you can't even savescum and allocate your skills properly. I mean, if the game absolutely has to be structured this way (and I suppose that's because modelling the entirety of many interiors would take ages), at the very least allow us to save and open character sheet while in the dialogue mode. Ideally, you could also show us the threshold of those rolls so the most efficient strategy in case there are no viable options for our current build isn't "up a needed skill by one. Try again. Die. Up it by two. Try again. Die. Up it by three. Try again. Succeed"
All in all tho, I enjoy the game quite a bit. I do believe devs sort of dug their own grave by giving player a lot more options than they could ever account for, both in amount of skills on offer and combinations of various player decisions. But oh well.