My biggest issue is with regards to magic. Some of these things were partially in ES 1 and/or 2, but got lost after that. The below are just starter ideas. I have a ton of ways to expand on each, but I think a creative team can imply much of that from these base ideas.
MagicThe user should
not have to learn multiple forms of fire magic (fire is the example here; any magic type should be learned once and then expanded on). Once I've learned fire magic, it's a matter of leveling up my skills as a mage in order to increase my skill with my fire spell (and the like).
When I first learn fire magic, it has a low magnitude, is range based (short maximum) with no duration and no area effect. As I level up, I unlock a longer range, higher magnitude, and a longer duration. After some more leveling, the range, magnitude, and duration increase, and I unlock area effect. Eventually, I learn the touch version of fire magic, which greatly increases the magnitude, duration, and area effect abilities of my fire magic (if I so choose to use the touch version of the spell). Finally, I gain the ability to use fire magic on myself (self). With healing magics, the range/touch/self options are learned in reverse order (range being the final step so that I can use it to fight the undead from afar).
My spell book does not get cluttered with multiple spells that are fire-based. However, I can choose to enable touch vs. range, duration vs. no duration, area effect vs. concentrated, and the magnitude that I want to use. Let's say, I control these options via simple controls on an options screen:
- I use radio buttons, or a discrete 3-step slider, to enable range vs. touch vs. self.
- I use a slider to control the duration (from instant to x seconds of lasting effect). The longer the duration, the more total damage is possible, but I have to wait longer for the total effects.
- I use a slider to control the area of effect for my spell (from completely concentrated to x area in feet). The more the area effect, the less damage is done for each target in the area, but if I'm powerful enough, I have the potential to really damage a group of attackers.
- I use a slider to control the magnitude of my spell. This could also be controlled similar to issuing harder physical hits; I hold down my cast key/button longer to increase the magnitude of my spell. I should be able to control my spells for those times I want to provoke someone, but not kill them; or when I need to concentrate everything I have into defeating a key NPC/creature.
Each of these settings, my overall level, my level with that type of magic (i.e. fire magic), etc., effects how much magicka I expel. Once I make these selections, they remain that way as I cast further spells, until I make changes to those options later. Since this could be a little cumbersome to keep modifying, perhaps my settings will persist for each type of magic; or better still, I can quickly switch between several profiles that I have setup for my magic. For example, my "Up Close and Personal" profile enables touch with an instant, concentrated, and high magnitude; but my "Shoot 'em Up" profile enables range magic with a small duration, large area effect, and medium magnitude. These profiles apply to whatever magic I have "equipped" and I can switch between them quickly as well (with a new set of quick keys or my quick keys + a modifier key).
As my destruction skill increases, each type of destruction magic I already know gets stronger, and more of these options unlock. If I learn water/ice magic much later than I learned fire magic, I will not be nearly as good at freezing enemies as I am at burning them at any point in time.
This system would also allow for more types of magic; like earth, air, and time based magics. Perhaps some of the types of magic (time-based magic, or the invisibility spell, for example) are not attainable until much later levels of my wizardry due to their advanced nature.
ScrollsI should be able to cast a spell that I know onto a piece of parchment for single use later. Maybe if I have some rare ink and/or special parchment, the spell could even be amplified or enhanced somehow. Perhaps I am unable to create scrolls until I have reached a certain level/skill with the particular spell I wish to use for its creation; have scroll-making an additional feature that is unlockable with each spell as I progress.
EnchantingI agree with others; paying to enchant myself is no good. My enchant skill and/or some sort of accumulated points system is much more believable here. The same theory of unlocking the enchantment ability could apply as well. Once I reach a certain level/skill with a spell (say, I finally put in 10 levels/skill points of destruction since I learned ice), I am able to start enchanting things with that effect.