good incentive later in the game
Im not so sure about that. Could be... but low level spells do scale with levels, and you still can unlearn and learn spells and skills with relative ease.
want to see how the changes in the next update work out first
As far as i understood that - main attributes will have bigger roles and effects on damage.
Which does sound good.
- the actuall skills you can use should be based on skill points put into those respective schools (higher level fire spell costs more into fire)... then have a perk maybe at 3 skill points spent in fire... a boost in fire damage or resistance.. or lower fire/water etc ap cost on those type spells.. or cooldowns.. something every so many skill points.. similar to way of.. but different..
I like this idea ynotndalton made.
Spells should be limited by requirement of the skill level. Not general level of the character.
So someone who has only one point of pyromancy could not learn the higher spells that someone with
3 or 5 points could.
A character with 1 point of expert marksman could not learn higher ranger skills.
How much and how many - thats for the devs to decide so its not too much.
Maybe, if this is leaning too much towards class system and specialization - you can make every character able to learn and use most spells and skills (if they have attributes for it) but they would cost more APs to use?
And have longer cooldowns?
Similar to how you can now use higher level weapons but for more APs?
Reduction in cooldowns at higher levels would also be a good mechanic. However small it may be.
It could be made to be some kind of spell like ability, or just an ability that lasts specific number of turns.
"Zen" - when going into zen trance the character can use all his skills faster.
All cooldowns reduced by 1 second - 1 turn. Lasts 2 turns at first, then 3 turns later on, etc, etc. - whatever.
I cant really suggest anything but very general numeric examples. But i trust the devs could shape it to be appropriate.