I'd like a level of focus on whichever options chosen.
In a skill-based action RPG, I'd expect the RPG elements to give you new options and methods to use. Not simply inflating the numbers. Give me unique abilities to work with, but don't just give me free damage/defense boosts. Especially if it just means the enemies are going to progress by being spongy ssacks of bigger numbers. And don't ever do the Morrowind thing (I do remember other games with it, I think Bloodlines also) where yo ucan hit an enemy but not hit an enemy because your die roll missed.
In a turn-based or tactical RPG I want to see more depth. Positioning and terrain mechanics. Usefuul interactions between multiple party members. Raw statistics are a bit more allowable, as there's a limited representation of accuracy and the like.
In a skill-based action RPG, I'd expect the RPG elements to give you new options and methods to use. Not simply inflating the numbers. Give me unique abilities to work with, but don't just give me free damage/defense boosts. Especially if it just means the enemies are going to progress by being spongy ssacks of bigger numbers. And don't ever do the Morrowind thing (I do remember other games with it, I think Bloodlines also) where yo ucan hit an enemy but not hit an enemy because your die roll missed.
In a turn-based or tactical RPG I want to see more depth. Positioning and terrain mechanics. Usefuul interactions between multiple party members. Raw statistics are a bit more allowable, as there's a limited representation of accuracy and the like.