jhorleb wrote:
It's probably true that only veteran players would benefit much from this, but let's be honest, there aren't a lot of newbies playing these days anyway. I don't think it would be overpowering either way.
What it would do is open up some interesting different options to keep the game fresh for veteran players who want to try some extreme builds.
Also the regeneration boost from trining pe/me/hp is nothing to sneeze at. In fact, training ME might just allow a hammer warrior (who wasn't a gnome!) to hold their ... preventative spell ... long enough to be of use, for example.
I think it's minimal coding required, decent upside, no real downside.
The only upside to this sort of change would be allowing veteran players to min/max their character to the extreme, with the end result being a widening of the power gap between veterans and non-veterans and players that can spend extreme amounts of time enchanting versus those who cannot. The rest is window dressing.
If you want cabal spells to be usable by non-casters, a better fix is to change the mana cost of these spells from a fixed amount to a percentage of mana pool. This would mean casting a cabal spell would cost (fox example) 10% of ME instead of 200 mana. I acknowledge this would slightly nerf casters at the expense of making these spells usable by non-casters, since 10% of a caster's mana pool is far greater than 10% of a non-caster's pool.