Lonestar51 wrote:The Guardian is the only who drags along all the heavy weaponry. I am interested what roleplaying reason you have to assign the 4 strength to the soldier and instead ut the guardian at max endurance?
Well first of all Heavy Weapon doesn't mean in the literary term, but to the damage they do. A bazooka could be made with very light material, but you need certain skills to handle it

Also because if you notice all the row sum is equal (I found out is a great way to balance the game, sum all the row/columns and they must result in the same value).
Lonestar51 wrote:If I understand the idea correctly, then the choices I have a level 1 are different from the choices at level 2 (and lost forever if I take a different path), right?
Partly right, there can still be on level 4 an Accuracy +1 or in level 10 and so on. The point is that differently from the usual system, you can't have a bit of everything but you must choose. It depends a lot on what will be the level cap and the frequency (every X level will show).
Lonestar51 wrote:Regarding your comment on grinding: Will there be any grinding possibilities?
Yes don't worry, we talked about this a lot. Grinding will be present but should be optional, and impact other things beside XP and skills. In general main/side quests will bring a lot of XP, grinding will still give XP but not too many. Instead will let you gather resources/materials for crafting and other stuff. But not XP, I don't want to make a game where the leveling is based on grinding... the infamous kill 1000 rats to get to level 2!
Lonestar51 wrote:What are the reasons for providing skill increases both by "pick one of three" and by "assign skill point"?
Indeed, I'm not sure. Coder suggested only the "pick by three choice", I thought that maybe seasoned roleplayers might find it a bit too limiting, but I'm still thinking about it. Playing XCOM last year I found out that you can make a game that pleases both the more casual crowd and the hardcore one
Franka wrote:If each character's (or class') specialization tree is different, and offers viable alternatives and not just ways to gimp yourself harder, it might be interesting. If they're all the same for every character, you would only ever stray outside what's most effective for your class for the experiment's sake, and it would mostly be a waste.
No each class is different, and at "key" level like 5-10-15-20 etc I could offer a unique choice based on the character, or have some separate individual "perks".
Franka wrote:For what it's worth, I think that having separate advancements is coolest, but make the "pick one of three" be abilities that are not necessarily directly related to basic skills - fx unlocking special moves (choose between powerful single target/medium multi target/weak but status inducing multi target), weapon/armor unlocks and specializations, or whatever your devious minds can come up with. Skill specializations are also possible, such as choose between a massive bonus to hacking, lockpicking or repairing.
That was my idea, I have to think if is possible depending on how many "special abilities" I can come up with. Even considering a choice every 2 levels, and a level cap of 30, that would be already 15 x 3 = 45 abilities to think for just 1 class

even if of course some of them might be shared amongst different classes, like "Toughness" could be both for the Soldier and Guardian. Could be even for the other ones, maybe at higher levels.