So, you're a D&D player?
I agree with most of your points.
Dual Wielding: definately. I like axes (plural).
Spell failure is a bit of a cop out. It was in D&D to prevent magic-users from wrapping themselves up in a titanium shell, given that they don't have to move anyway, and casting to their hearts content. Magic-users are meant to be weak. Many people play Battle-Mages though which require a balance of both spells and steel. Attribute pre-requisits help solve this.
The potion delay was just brought up in another thread. I agree that they should be gradual, not instantanious:
Combat Systems.
Bows should be penalised at close range, but only for Offence. At the moment, weapon has no part of Defence, but that idea has been put forward too:
Parry.
Magics need not be separated. In
RiftRunner, there are no classes. You have two characters and develop them as you see fit. You can create your own classes or cross-classes just by selecting attributes and skills. Attribute scores play a big part in determining your class.
More graphics are wanted by all. They may beef up the game a bit, but it would be worth it to see your character in all it's glory. I'd love to see my Warrior with the magical
Lion's Fork he found last night!
You will get more NPCs (so the interview says). You can also summon "dolls" which you can dress in armour and weapons to fight by your side. All magical enchantments on these items pass onto the doll.
With the requirements, I think the main one concerning graphics cards is that it must be DirectX 9 compatable.
Final note: this game isn't D&D, it's
Divine Divinity. It all stems from the same source but the rules are different for good reasons. This is the gameplay us Diviners enjoy!
You've got good ideas. Welcome to the forums, and have fun!