Posted June 18, 2019
Oh, that's not even a question. Won't touch anything with DRM (or requiring a client even to download, for those who see that as in any way different) even if free.
dtgreene: One notable aspect of that game is that you won't be using the same characters throughout the game; every now and then, a new generation starts, you get a new main character, and abilities learned by your old party can be easily given to the new party. Losing characters really sucks... Having some party members drop out / die in scripted sequences, as part of the story, in a way that makes sense and has an impact, ok, story over gameplay considerations, definitely for that, assuming the story's good enough. But if they can simply get killed permanently whenever (combat, trap, random event, ...), or the whole mechanic is built on replacing them like that, or if the main character can be lost with the game continuing, as you say, no thank you. Unless we're talking of hired mercenaries or something of the sort, they're characters, or should be, not just a sum of skills.
Back on topic, about available spells and what I was saying about maximum total complexity, there's something in a MUD (though I'd really call it a text MMORPG) that I played, Materia Magica. Using present tense because game still exists, with a handful of players from what I heard, but describing what I remember from back when I played it, mid-'00s mainly. All skills have a certain complexity, classes gain complexity proficiencies at different rates each level, skills (including spells, all seen the same) become available as you reach the required complexity, but to cast a spell you need it either memorized or in a spellbook you hold, and there's a maximum complexity you can memorize. So you have the required proficiency to cast the spell, but that's worthless unless you find a scroll with it and scribe it in a spellbook (spellbooks have max complexity they can hold too), and then you may have loads of spells in various spellbooks but have to decide which ones to memorize at any time to be able to cast right away, if you don't care to hold something else in the off hand you need to decide what other spells to put in a spellbook you hold in the off hand (also keeping in mind that if you're blinded or it's too dark and you can't see in the dark you can't read from it, memorized spells are all you have then), while to access any others you'd need to swap spellbooks (minor nuisance for non-combat stuff, but quite a problem in combat, missing rounds, and needing prepared aliases for it because if you'd be to type the commands you'd miss a whole lot more). Struck me as a WAY better way to do it than the D&D way. (Note: Mastered (100%) spells are always memorized and can be cast while webbed too. And yep, everything is trained through use and also by trainers. Trainers use practice points (for both skills and attributes), a few gained while leveling, most from quests and such, use is just... use, just that it's darn hard to train through use without getting some passable proficiency first, since you keep failing. However, trainers can only go to 75% for the vast majority of skills, past that you can only train through use.)

Back on topic, about available spells and what I was saying about maximum total complexity, there's something in a MUD (though I'd really call it a text MMORPG) that I played, Materia Magica. Using present tense because game still exists, with a handful of players from what I heard, but describing what I remember from back when I played it, mid-'00s mainly. All skills have a certain complexity, classes gain complexity proficiencies at different rates each level, skills (including spells, all seen the same) become available as you reach the required complexity, but to cast a spell you need it either memorized or in a spellbook you hold, and there's a maximum complexity you can memorize. So you have the required proficiency to cast the spell, but that's worthless unless you find a scroll with it and scribe it in a spellbook (spellbooks have max complexity they can hold too), and then you may have loads of spells in various spellbooks but have to decide which ones to memorize at any time to be able to cast right away, if you don't care to hold something else in the off hand you need to decide what other spells to put in a spellbook you hold in the off hand (also keeping in mind that if you're blinded or it's too dark and you can't see in the dark you can't read from it, memorized spells are all you have then), while to access any others you'd need to swap spellbooks (minor nuisance for non-combat stuff, but quite a problem in combat, missing rounds, and needing prepared aliases for it because if you'd be to type the commands you'd miss a whole lot more). Struck me as a WAY better way to do it than the D&D way. (Note: Mastered (100%) spells are always memorized and can be cast while webbed too. And yep, everything is trained through use and also by trainers. Trainers use practice points (for both skills and attributes), a few gained while leveling, most from quests and such, use is just... use, just that it's darn hard to train through use without getting some passable proficiency first, since you keep failing. However, trainers can only go to 75% for the vast majority of skills, past that you can only train through use.)