Seems I can't edit my initial post.

2. Merge the non-combat abilities into three groups, and make a new stat currency for them (that is non competing with combat abilities). I will call these groups "ways" of playing.
For this to work even better, two debuff should be made (that both do the same thing):
- "Mugged": This unit has been mugged. Doesn't yield loot or experience anymore.
- "Pacified": This unit has been pacified. Doesn't yield loot or experience anymore.

The way of the talker

Merges barter and charisma. Get rid of the systematic RPS minigame and provide the "intimidate"/"charm"/"convince" choices only if you have enough "charisma" (if the way of the talker is the way you chose). Of those three choices, only one gives Charisma XP, and once it does the NPC unlock his chest and/or gives items to the player, then get the "Pacified" debuff.
Typically, in most situations, only one of the choices make sense (intimidate, charm or convince), so it can work (some NPC even hint sometimes that other NPC are weak to charm or whatever, like the Spider Queen).

The second choice is neutral (does nothing, as if you didn't have the charisma) and the third is a fail (which usually result in immediate combat).

This way should give less money/loot directly (since you don't kill mobs), which should be appropriately offset by tuning the bartering component.

This way is relatively peaceful since you avoid some charisma-based encounter.

The way of the sneaker

Merges furtivity (should not reduce the cone as much though), telekinesis, lucky charm, pickpocket and lockpicker.

This way is the most peaceful (not the most honest though), but silent and fast (if you know what you're doing).

Players simply get Sneaker XP by accessing chest/door/lockping without having been seen by monsters nearby. Once those chest/door/lockpicks haven been opened, the linked mobs get the "Mugged" debuff.

Sneaker XP and Charisma XP should be simply the equivalent of the experience you'd have if you killed the mobs (very simple).

Since the sneaker way doesn't get huge discount from bartering, nor loot from killing monsters, it should be offset by both pickpocketing merchants and lucky charm.

The way of the hoarder

Merges crafting, blacksmithing and loremaster.

Players are helped in combat by the loremaster skill, and fight harsh prices by making most of their gear themselves. Crafting and blacksmithing should be severely nerfed as far as the enhancing of gear is concerned (+damage buff, +elemental resist buff, + elemental damage component ON TOP etc...), or alternatively those buff-crafts should be available with 0 in "crafting" (in the way of the hoarder).

This way of playing doesn't need tuning, but maybe merchants prices should be higher.


Two players, two ways?

I don't think it can work. So conflicts are resolved through the RPS minigame in a best of 3 or best of 5.

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3. Get rid of the traits.


That's it for now, I'll probably edit this thread for myself in the future.