Warlords Battlecry 1+3
I picked up 3 on sale a couple years back, but quickly gave up for one reason or another. Might've been relating to a losing my hero as a result of an unlucky crit, but I can't recall for sure. So, it sat around gathering dust until I picked it up again a couple weeks back. And this time around I was enjoying the hell out of it, so long as I played on a lower speed and paused liberally (I've long since stopped being a decent APM based player).
After playing the campaign for a few days and getting up to level fifteen or so, however, I realized that the character progression just felt so bland and nothing like what I remember from when I played the original Battlecry 15+ years back. In 3, when you level up you're able to put a point in a stat (Str, dex, int, cha), and a point in a skill. Each stat exclusively modifies various substats (Int increases mana pool, mana regeneration, spell success chance, and starting experience for recruited troops; Cha increases command radius, morale, and provides a discount to everything you spend resources on). The skills you have access to depend on race and class, but some will be locked behind level requirements and they advance in a very bland/undynamic manner. Spellcasting schools are the most dynamic of the bunch, but even then each point just gives you the next spell in the list until you have all ten spells, at which point the cycle starts over again with spells getting upgraded to a more powerful version while becoming more difficult to cast.
So I decided to buy the original and see if I was just being nostalgic. And, man, is the progression in the original better on every level.
To start, you don't even choose your class at initial creation in the original (At least in the campaign). Instead you choose between warrior, rogue, wizard, and priest at the time of your first level up. Each selection gives +1 to the dominant stat of that class (Same stats as 3). At your next level up, you choose your profession and stats get further modified. But even at this point things are a bit more interesting, as some classes get a simple +1 to another stat, while others get +2 to one and -1 to another. As an example, a human (Starts with 5's across the board) necromancer ends up with the starting stats of 5/7/6/4. +1 int from wizard and +2 dex/-1 cha from necromancer. It may not seem like much, but it's a dynamic I really miss.
It really opens up after that, though. The big difference that's readily seen between the original and 3 also becomes apparent here: A character's skills have a much more nuanced relationship with their stats, as each stat combines with the four (Yes, all four) stats to determine the base level of a skill. With int, for instance, int+str = training, int+dex = resistance, int+int = magery, and int+cha = command. Instead of having a generic stat and skill each level up, you'll get ability points that can be spent however you wish, though costs grow as you invest more heavily in a specific area. AP can be spent on stats, skills, abilities, and spells. Skills are probably the simplest: Every skill costs 1 AP to raise initially, with the cost going up one every time. Abilities are less statistically driven, with your options depending on race (3) and class (4). Note that all races have access to at least one spellcasting school ability, so even fighters can get access to some spells. Spell selection allows for a lot more agency on the player's part, as you're free to choose between any of the four level one spells, but to unlock a second level spell you need its two level one prerequisites. The net result is akin to a pyramid, with the final, lone level four spell resting at the top, requiring you to have unlocked every other spell in the school. You can also increase your casting skill in a particular school here. Stats end up being the least predictable of the group, as the cost for increasing each stat depends on your specialty. My necromancer, for instance, required 5AP for the first point of additional int, with a simple +1AP to the cost for each additional point. With str and cha, however, he required 6AP for the first, and 9AP for the second.
Most of the skills themselves also have a much less linear feel to them in game. At 12 magery you get a +1 casting bonus (Casting being the skill that determines a spell's chance of success; magery determines mana pool size and regeneration), but it takes three more points for +2. Then two more points for +3. Then one more for +4. And those points feel absolutely huge because the difference in those three points is the difference between a 50% chance to successfully cast a spell and a 65% one. That impact levels off once your success chance hits 90%, though, as each additional point only adds 1% until you hit 100% and 30 casting.
The net result is a really enjoyable sense of progression. I'm consistently going right into the next mission instead of taking a break in order to see how my character's improved in game.
And I gotta add, the spell Vampirism just feels so completely and utterly wrong. There's a reason life leech only gives back a tiny fraction of the damage done in an ARPG, but even the basic spell gives you back one health for every three points of damage. And by the time you get spell grandmastery (23AP total), it becomes an absurd 1:1 ratio. The only thing that can kill my wolf riders that are buffed with that is a concentrated alpha strike via multiple rings of ice, lightning storms, or what have you.
(...This became a lot longer than expected...)