Actually, IMO, it is the limitations and character differences that make Wizardry 8 so strategically rich. Matching the right weapon or combat strategies to the right character creation and development.
"Opening it up" is a good idea (Morrowwind, I believe, does that. Daggerfall certainly did), but I strongly prefer differences that are balanced (this one has that, but not this) but not available to every character.
Having "custom" characters, where you can mix and match skill availability with some sort of point system is possible, but is more necessary for single character game. For a party based game you can just mix different characters with the skills you require. Need locks and traps? Include a Rogue, Gadgeteer or Bard. Think of it as not a custom character, like in Morrowwind, but a custom party. In Wizardry 8 it is the party you play, not the characters. Combining diverse characters into a coherent, balanced and powerful whole is where I, personally, find most of the fun!
Having characters with known capabilities allows lots of strategies to be shared with other players. It allows apples-apples comparisons that would not be feasible with custom characters.
So in a sense Wizardry 8 already does the custom thing. Certain aspects of the characters are fixed, but you can put whatever you want in your custom party.
[ 07-22-2003, 12:12 PM: Message edited by: EEWorzelle ]
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