Posted January 05, 2013
I do agree with some of the things in the OP:
1) Inability to choose the hero's initial skill. This can be pretty annoying at times, especially traits that rely on using specific units/strategies that may not mesh with your style (Necromancy-related wizard traits are a big offender here).
In lieu of being able to see them in advance (which doesn't do much good if you're still stuck with the trait when you hire them), it would be helpful to present the player with an equivalent to level-up choice of three skills. You might not get any options that are ideal, but at least you won't be stuck with a stinker.
3) There is a rather large jump in power level between ranks, and smoothing this out a little would make for a less swingy game. This is currently at its worst when you first gain access to a new rank of creatures and suddenly all of the AI/neutral units are bumped up to the new rank - even if you can only field one particular type.
5) While I'm not particularly bothered by the current system, it does make situational spells much less attractive. I wouldn't advocate a mana system since that just results in the strongest spells being spammed until the hero goes dry, but possibly something akin to the 3E D&D sorcerer: you only have a certain number of spells of each level 'known', and you can cast a certain number of spells of each level, but you can choose which one it'll be at the time.
1) Inability to choose the hero's initial skill. This can be pretty annoying at times, especially traits that rely on using specific units/strategies that may not mesh with your style (Necromancy-related wizard traits are a big offender here).
In lieu of being able to see them in advance (which doesn't do much good if you're still stuck with the trait when you hire them), it would be helpful to present the player with an equivalent to level-up choice of three skills. You might not get any options that are ideal, but at least you won't be stuck with a stinker.
3) There is a rather large jump in power level between ranks, and smoothing this out a little would make for a less swingy game. This is currently at its worst when you first gain access to a new rank of creatures and suddenly all of the AI/neutral units are bumped up to the new rank - even if you can only field one particular type.
5) While I'm not particularly bothered by the current system, it does make situational spells much less attractive. I wouldn't advocate a mana system since that just results in the strongest spells being spammed until the hero goes dry, but possibly something akin to the 3E D&D sorcerer: you only have a certain number of spells of each level 'known', and you can cast a certain number of spells of each level, but you can choose which one it'll be at the time.