Skills- It could be interesting to "merge" two summons into a single one, more powerful, with differents effects.
The pool of HP would merge as well.
Also, there could be "special summons" (Obtainable through side quests), with special attributes and effects.
I've put these ideas into a rudely drawn scheme (with a few ideas on what fusions could be envisaged) :
About the evolution of skills : - It'd be cool if their visuals could evolve (let's say every 2 levels) to reflect the gain in power.
- Each skills could have two branches, a variation of the skill with a slightly different effect/AP cost/Mana cost.
- I guess it's trivial, but maybe we could be given the option to choose which level of a skill we want to use (mana management) ?
Here's another scheme :
- Special spells/summons which would require to be cast in duo/trio/quatuor ? The effects would slightly vary according to everybody's affinity toward each others.
- Diversity on the objects which can be thrown (By diversity, I mean "effects". If you throw a sword at an enemy, the damages would increase if your sword is powerful, for instance ; some items could contain powerful and unique spells of single use).
Fights- The ground influence the cost of AP (Ex: Moving on sand, mud or snow should slow you, which lead to an increased cost of AP).
I'm specifically talking about the environment here, not the "modified ground" which result from spells.
Tactically speaking, we would gain in depth.
- I'm 100% sure it'll be added, but the cost of AP for each actions should clearly appear.
Miscellaneous- Instead of sending your companions to the homestead where he'd do nothing and turn wild, you could decide to send him somewhere in the world, where he'd sell his services to someone (Ex: Working as an apprentice for an alchemist, who could then discover new potions and sell you his goods at a discount price).
- I remember cats hunting chickens and rabbits in DD (Common sense, they're the masters of the Universe).
Now that we have a schedule for NPCs, it'd be necessary for these NPCs not to talk to you when they're in danger, or at least not to stop running away from the threat. Their dialogue should also reflect the menace.