It first establishes likely matches and then concentrates on those parts."
Sounds like when you are putting together a jigsaw puzzle and you find the edge pieces first and work in from there.
Your solution here doesn't really offer anything better than the current grinding systems. In fact, it makes it even more frustrating.
You move the end-of-battle award to mid-battle and for some classes, you would reward them based on the play of others?
To take one of your examples: A healer gaining XP based on the party members health. So, the goal here would be to consistently let your party get as low on health as possible before healing them? And you would penalize them for keeping everyone full up? I can't think of a single worse reward mechanism for healers.
IANAL, but I can't see where rattling your saber at a couple of big dogs while suing the small fish isn't begging to have some timely amicus briefs filed by the opposition.
I'm pretty sure that's why the more successful patent trolls get a bunch of smaller cases on the books as precedent before going after the guys with real money.
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