Rogue/action shouldn't have any skill trees. The gameplay is action and beating monsters, finding items. Leave such things to more party based and narrative driven games, since character building in them affects more than just one aspect of the game, and creating a strong party is more interesting than one character who ends up just clicking on things. You end up your game as just a used blanket for your overly complex "character system" which is about getting higher number and choosing between projectiles of different colors.
I liked books from Divine Divinity 1. Skills were hidden around the game so your character ability was based on exploring, collecting gold and buying them and looting places.
I liked books from Divine Divinity 1. Skills were hidden around the game so your character ability was based on exploring, collecting gold and buying them and looting places.