Ive written this in previous posts but i feel like making it more clear and concise will make it more understandable.
I havent tried the new version yet, but it doesnt seem to bring any specific benefits or much difference to anything so my suggestions are not affected by it.
I think what i suggest is theoretically doable in the game as it is, with relatively acceptable effort and work needed, although of course i have no fantasies about it being accepted and implemented.
trying to keep it short;
Skills
Should get more skill slots the more you invest in them. This would remove memory attribute completely and do it in a way that is very easily understandable to any kind of player.
The more you invest in a skill the more resistance against that type of damage or that specific type of magic you get. Because you know that skill better so you should be able to defend against it in better ways.
This can be limited so some items that provide similar protection keep their value (although that should be then nerfed) and mechanics. Balance exact amounts as needed.
If you invest in magic skills, this could also give you a small boost to general magic armor, so you dont need to remove that mechanic. (in addition to any gained from items that should be nerfed to balance this out).
In addition to specific resistances against that type of magic and elemental damage from it.
If you invest in fighting, this should also increase physical armor. But it should give greatest benefits to directly related defense against those specific types of skills.
So either damage resistance for tank fighters, or increase in dodge for dexterous rogue or marksman builds.
All of this would also work for the enemies too.
So in terms of gameplay, if you need to defend against a rogue - you send your rogue to do it. If you need to damage the enemy rogue you send a fighter/tank to do it. Or a wizard.
It makes automatic natural sense to everyone (i hope).
- This does not mean you cannot use a fighter against a fighter, rogue against a rogue or wizard against a wizard. -
Lockpicking and bashing,
Bashing containers destroys small and sensitive-weak objects-items.
Lowers durability or quality of bigger items. (weapons, armors)
Which makes crafting-repair a necessity as a trade off.
Which is only logical, right?
Lockpicking gets you all items inside containers undamaged - therefore it has its own value, yet it does not force every character build, or a party to have lockpicking, if implemented in this way.
Bashing should be dependent on strength - the more strength you have the faster you bash and smash, but the bigger the strength is, the more damage it causes as described previously.
For balance, bashing containers with magic should cause greatest damage to the items inside, otherwise wizards would be OP in this sense, which ruins rogues specialty.
Finesse should lower the damage you cause to items by bashing containers but shouldn't remove it completely. (maybe) So a rogue without locpicking would be able to bash containers, get more out of it because of finesse but it would take much longer due to low strength.
Finesse should not affect using magic to bash containers.
...
I would also make Inteligence have additional positive effect on level limitations for items and magic, so the higher the intelligence is - the sooner and better you can learn higher level magic, or get to use higher level items-weapons to their full potential.
Seems like a balanced tradeoff for investing a lot of points into it at expense of other attributes. Both for fighter, wizard and hybrid builds.
Devs know the exact numbers and equations far better then me so ill leave those details to them. Or other experts in that field.