Posted August 01, 2015
dtgreene: I can think of another idea: Allow easy reallocation of skill points. This way, poor character planning becomes a non-issue, and the game can be designed around near-optimal builds without players getting stuck. This allows for some interesting things to work: for instance, skills like Greater Heal and Mass Heal can be made more expensive (say, 4 or 6 per level) to compensate for the fact that a player will likely want to deallocate points from Lesser Heal.
This doesn't feel like building your character though, lacks permanence and can be easily exploited. In example, game has several weapon types. With solid (permanent) character building you better specialize in some weapon. If such choice can be redone at any moment, weapon skills become useless. You can re-specialize at any time if you find weapon, you aren't familiar with. Same with magic schools and especially non-combat skills, which you can specialize in only when you need them.
Ability to outlevel/overgear enemies (by going through some respawns) was always THE way of making up for poor character planning or tactical approach, and it also greatly prolongs game life. It also gives the freedom of choosing your own level of challenge - want it to be hard, you go for low level challenge, want it to be easy - you gain some more levels.