OK, I’ve had some time with it now, so let’s see if I can answer some of these questions. No plot spoilers, but a few “gameplay” ones, which I’m not going to bother to spoiler tag. You’ve been warned.
“20 skills” – these are basic skills: Axe, Sword, Heavy Armor, various magic schools, etc. They’re shared across all classes, although each class has different maximums they can achieve in them (freemages will never be great fighters, etc.). In addition, each class gets a couple of class-specific skills, and there are a ton of spells (many of which anyone can learn, given basic training in the spell’s school). It’s not a huge amount of customization, but it’s enough to both differentiate the classes from each other and allow multiple different builds within each class. Unless you’re incredibly obsessive, you probably won’t manage to use up all the options. There are hints that there may be something like prestige classes, but if so I haven’t gotten high enough level yet.
“DRM” The DRM is everything you hate about Ubisoft and worse. You need, in addition to your steam account, a separate “U-play” account. You don’t have to enter the U play login every time, but you do have to sit and stare at it for half a minute every time you launch, since it slowly updates. And then see the third-party ads every time the game quits. The game will not launch without a network connection, even though it’s not multiplayer.
“Grid Based” – This is an affectation, obviously, but it works pretty well. It adds an element of strategy to the game, since you can only attack along straight non-diagonal lines, and moving takes the entire party’s turn. So you want to plan ahead to make the monsters do the moving. The world looks very nice despite the grid, although it’s strangely barren: there’s a lot of detail (glowing mushrooms, fallen objects, interesting-looking artwork and items lying around), almost none of which is interactive. You have an on-screen cursor, but it doesn’t actually DO anything onscreen; the entire game can be played from the keyboard. (Actually, you can use the cursor to look up or down, but there doesn’t seem to be any reason to do so except to admire the scenery). I agree that it works better indoors than out, but the real takeaway is that many of the “puzzle” aspects of the game exist only because of the grid system – in that sense, the limitations enhance the experience. And even outdoors, you get used to the grid moving pretty fast.
And one of my own: Each skill is “capped” up to three times, at “expert,” “master,” and “grandmaster” level. No matter how many skill points you have, you can’t spend them past the cap until you’ve spoken to an appropriate trainer to remove the cap. But the trainers are scattered about the world (sometimes even behind secret doors in the dungeons). Only about half the necessary “expert” trainers are even available in “act one,” and even by the time you get to the second town, you still won’t have all of them (I still haven’t found a fire magic expert trainer, for example, and I’m fairly completionist about exploring). Which means that if you pick the wrong skills (which you have no way of knowing), you’ll be capped at the “novice” (or whatever) level of that skill for an unknown amount of time, even as the monsters keep getting harder. I got unlucky and fully three of my four characters had primary skills that simply couldn’t be advanced in the areas I had access to: it made the last few dungeons of the first act very difficult. So a hint: before committing points to a weapon, armor, discipline, or magic element, walk around the first town and make sure there’s a trainer that can help you when you level.
Overall, I like it. There are some balance issues, and the world is both empty and fairly small, but it’s a nice, retro-while-not-being-dated gameplay experience.