Your argument is: we need class restrictions because otherwise there would be no point in having classes? Well, my argument is that there is indeed no point in having classes, because most skill restrictions are arbitrary and based on stereotypes, while in real life things are much more fluid. For instance, yes, there might be a statistical (!) tendency for a person with a very "physical" job to be less educated (which does *not* mean less smart btw.), but there is no reason why this should apply to every single character we make, and there is actually every reason to want to break the mould if you want an interesting and distinctive character.
A few examples:
*A rogue specialized in stealing magical artifacts might be more educated in magical lore than your average mage.
*A warrior with a job as a nobleman's bodyguard would profit from being diplomatic and able to detect lies, and would absolutely need to learn the finer points of etiquette. A good general education would also be extremely useful.
*A mage with a "wilderness apostate" background might actually be unable to read while being more physically resilient than the warrior of the above example.
So, why again does the class system prevent me from creating these interesting character types?
The problem with what you suggest ist... there has to be a deeper roleplay-system - which inquistion most likely won't have.
I mean, was there any skill a mage or warrior could use outside of battle (other than crafting) inside the last two DA-Games? Only the rogue could steal and pick locks.
Your examples would need about a dozen more skills and the developers would have to rebalance them in the game. Seeing it's release ist his autumn and it wasn't mentioned in any preview it's more than unlikely to happen.
And... there is one thing i don`t get: Why should a rogue need knowledge in magic just to steal some magic items? A far as i remember, no magic weapon has ever fought back and prevented itself from taking - which would be pretty funny.
And once again about open skills: i still don't like the thought... at least for a party-RPG with tactical combat. Why? Because my fear is, that such a system would make some classes imba and results in making tactical use of the different classes in your party - or even building a party - futile. Of course, i like some freedom in how to skill my character, but he has to keep some disadvantages, otherwise it would break the whole concept.
And, well, i've played many party-rpgs in my life and i don't remember one of them having a complete open sklitree-system. The closest to my knowledge would be Fallout and even that made you specialize your char according to his stats (like low strenght and close combat won't work out) and therefore had no classes.
So could anyone please explain to me, how an open skill system with classes should function, regarding the limits of the skillsystem the Dragon Age-series shows?
i would really like to see the point -REALLY.