Sorry for putting you on the spot there, Fallout
But I'm going to do it again!
So you have a selection of minigames for most skills, magic and mundane. Probably a variation on the Thief or Syphon Filter system for lock picking, for example. And you've got a 'wobbly' mouse for telekinesis.
I'm all for having the system get easier with the characters increasing stats - especially in a system where success breeds more sucess (like in Morrowind, where you gain experience in the skills you have practiced).
However, going back to the magic thing - there are spells and skills that it would be much harder to equate to a player skill. How would you skillify (new word) Charm Person? Or maybe Fly? Or how about Summon Monster?
I can imagine how these things could be done - maybe you have a virtual balancing act to do in Charm Person - balencing the spell strength with their ability to resist. Represented with bars on the screen or even the facial expression of your victim.
Maybe you have to line up certain 'horizon lines' to successfuly Fly? Maybe you have to draw your summoning circle on the screen with the mouse to summon your creature to your bidding.
Don't worry - I'm not demanding you answer all of these questions - I just like asking. I'm a sucker for design.
The problem with these is though that while you can probably think of a dozen or so minigames to control such things, that's a lot of code. And will every spell or skill seem appropriate to these minigames? And at which point is the character's skill so great, that actually going through the motions of the minigame is annoying, not challenging. (Like killing a goblin when you're level 50 or whatever).
Personally, if you turned the question back on me (and I would expect you to
) For an Action RPG, I'd do this...
Combat - Melee: Sword swinging, shield use and blocking all twitch, with character skill modifing the damage, moves, weapons and speed.
Combat - Ranged: Character skill modifies 'wobbliness' and types of weapons used. Possibly even 'moves' (fire two arrows? fire arrows?)
Magic - All: Gesture recognition, with character skill modifing lenght of time to get it right, and 'looseness'. Character skill also unlocks new spells.
Magic - Ranged Attacks: As well as gesture recognition for 'charging' of spell, similar ranged effects of aiming and wobbliness.
Magic - Persistant Effects: As well as gesture recognition, have icons or bars on the screen showing the upkeep - when they get too low, 'recharge' them to keep them going. May require clicking, or simpler gesture.
Gesture recognition is just one way of doing it. I like it, some people hate it with a passion. I've got lots more ideas for magic systems, but they range from quirky to downright odd
Thanks for reading my witterings.