Seeing as all the actual issues I've found / had with the game have already been mentioned around, I figured the only things I had left to add are some opinions of mine. So here's a thread about opinions. They are just that: thoughts and insights and other rambles we've had while playing the game and sketchbook ideas if we have any.

First off, the repairing mechanic. The way it's implemented now mean that your skill in repairing has to match how degraded the item is. Now, while a near-broken item might be harder to fix that a minor scratch on said item, I don't think EVERY item should go through the whole range of 1 to 5.
Instead I propose a quality-based system of determining the required skill to repair said item. Basically, mark each type of item based on what it's made of. So, a branch would not need more than a level 1 to repair, maybe level 2 if at 0 durability, but a tenebrium item would require level 4 to repair if it is but scratched.

Second is a minor desire of mine: I'd like to see each item's level in its description. Naturally, this should only apply to items that can be equipped and maaaybe foodstuffs.

Thirdly, I feel that skills that logically make use of a weapon (even more so if they cost durability of implied weapon) should have their damage done based on a % of said weapon. I.e. If my ranger uses barrage, it should deal damage based on how strong the bow he/she/it is using is.

Fourth...ly, I have never not tried a non Raistlin - Lone Wolf as base character. They just seem too attractive to me to go for the hassle of getting companions to make tactics all that much more messy. An archer, a wizard of all schools and some summons to take the brunt is all I need insofar as how the game is so far balanced. Now, this is clearly a personal opinion, as this setup really tickles my own personal fancy.


Those are my main thoughts on the game as it stands now. But I'd like to add one of the things that I would really love to see in an RPG: fully customizable crafting and enchanting.
What do I mean by fully customizable crafting and enchanting? I mean allowing a character with the proper skills, ingredients, resources and, of course, amount of gold, to create items that are built exactly as they want them.
To start with, nothing too complicated. Any equipment item of normal (or even higher) quality can work as a base, so the real meat lies in customizable enchanting.
And my personal vision of customizable enchanting as it would tie into Original Sin goes like this: take your base item, add one magical property of your choosing at an expense of resources and requiring a skill level in both blacksmithing and crafting proportional to how enchanted it already is. From here on, requirements in skill and resources spent increase as one adds more and more magical properties to the item. An item of a more magically-inclined material might scale the required resources more slowly, as it can withstand multiple enchantments with greater ease. Naturally, as an item keeps getting upgraded, it will eventually be regarded as a magical, rare and then unique item.
All in all a fairly simple system, although at minimum it would require its own interface.
This is all fine and all, but that item I spent so much time, effort, love and resources on to custom-build in the mid-game is now near-useless late-game! To this I suggest that items be upgradable in level. Obviously, the more heavily enchanted it is, the more difficult and expensive upgrading the base item should be.
Because yes, I want to be able to make a level 20 stick-with-nails of legendary status with some 5-6 enchantments that stands up to the late-game equipment.


That ends my wall-o-text. Remember, that none of these are requests, just ideas I wanted to throw out there. Feel free to expand on anything you find interesting in here.


Unless otherwise specified, just an opinion or simple curiosity.