This is interesting concept, but i hope that it won't be too complicated, otherwise it would break fun.
I'm hoping for an Alpha Protocol-style "no bad results, just consequences" kind of thing.
Like... your decisions do impact the world and whatever story the game tells besides "Dragon Knights fight each other to take over Rivellon", but that from the point of view of the game mechanics the decisions you make are more or less 'neutral'. Sure, some decisions might make the game harder in some ways or easier in others, but they should be minor enough that only the most dedicated of obsessive min/maxers follow a strict path of 'optimal' roleplaying decisions to get the 'best' mechanical advantages.
This game the game might be complicated (in that many viable paths are available to you and you won't get to see them all in a single playthrough) without getting too complicated (in that you won't be able to screw yourself over so much through 'bad' decisions that the game becomes almost unwinnable).
That's what I hope anyway.
Or perhaps you might mean complicated in that the way the game actually works is so obtuse it becomes difficult to play at all. In which case, I don't think you need to worry too much. Although the GamesCom demo did show a very early build, the basics shown did look pretty intuitive.