IMHO, the best solution would be to reduce the individual bonuses of the weapon skill and add element-specific damage bonuses based on the skills you have.
To be more specific: Have the weapon skills affect ONLY the base physical damage of a weapon, NOT the overall damage. Then have any other relevant skills, like the mage skills and the tenebrium skill apply damage boosting to any elemental damage that weapon does.
Redoing the actual % damage boosting is a matter of balancing.
To be fair, this isn't even my idea, I remember someone suggesting something similar to this, and I thought it was a good idea. It keeps the complexity of choice, with the right % damage added from skills, it keeps it balanced, and it makes nothing redundant.
Not a bad idea, generally thinking but, how exactly would skill change the base physical damage of a weapon? You mean to say that it would increase the damage dealt to an opponent?
Not actually change the physical stats of the weapon, right?
Im just checking.
How about if weapon skill works to counter and reduce enemy defenses, avoidance, resistances and so on?
With any elemental magic adding to that aspect versus specific element - fire sword does more damage to frozen or ice based enemies, ice sword does more damage to burning, fire based enemies - etc, etc. - and damage stats of the weapon on top?
- This would work great to naturally and sensibly reduce the differences between you and few levels higher enemies -
Honestly I would rather keep the weapon skills and rework the way stats affect attacking. Like have STR increase physical damage, and Dex increase chance to hit. Weapon skills would increase both.
That way you could make a dagger weilding man-at-arms (if you wanted) or a sword-and-board scoundrel. It would be interesting to what combinations would become viable.
I play with a dagger wielding man at arms and a scoundrel sword-and-board right now. All rolled into one awesome Roderick.
I quite like how Strength and Dexterity work, each reinforcing a specific type of a build.
I like that my fighter doesnt need dexterity and that my rogue doesnt need strength - unless i want it for specific reasons. Which makes things a bit more difficult, but gives me diversity in options in return.
Which makes it balanced. Classless.
Its a somewhat original take on the issue and i would like it to remain different then D&D.
There is a very simple solution to both of these problems.
Don't make a Tenebrium skill. It's not needed. It adds nothing to the game, and REMOVES quite a bit. Instead, simply give each character a talent : Tenebrium Training - no longer recieve Rot from Tenebrium.
You could add T to weapons, but it works exactly like every other method of enchanting.
When I add fire damage to my sword, I don't have to rely on 'Fire Skill', it just adds bonus fire damage. That's how Tenebrium should work.
I really like this idea.
Tenebrium Handler (talent)
Prerequisite: Level 15
You no longer contract Rot from handling Tenebrium.
Note: Received as reward for Brandon's quest (even if you don't meet level requirement).
Tenebrium Warrior (talent)
Prerequisites: Level 15
You deal 10% increased damage with Tenebrium weapons.
Note: Received as a result of using book found in Sacred Stone (even if not meeting level requirement). The book does not grant the Handler talent, which must be earned or taken separately. Using the book fails if the character already has Tenebrium Knight.
Very nice.
Ill probably steal this idea.