So pretty much, you want "Expert" mode to essentially be the (IIRC) "D&D Hardcore Mode" that other titles have used (I think this was NWN).
I could get behind this ... but only if there were the other ways around "needing to make 100 bad rolls to get that stupid lock open" -- such as "locked chest -> thief rolls 16 + modifiers -> fail ... hmm ... how about I just take 20? ... you open the chest". Keeps gameplay going, but still lets you "easily" open things that you absolutely need a 20 on.
Alternatively, take 20 fails -> potion of [whatever] that improves "lockpicking" and take 20 again, and hooray you got it open!
No I'm pretty sure that's what it is already. If you go right back to the Kickstarter video Josh explains what he envisioned Expert Mode as and related it to Hardcore mode in Fallout: New Vegas and talks about turning 'help' off.
Expert mode will enable the punishing gameplay elements (such as Permanent Death) so you have to pay more attention and turn all the help details off.
I relate this to Baldur's Gate 1 because BG1 didn't give you much feedback about anything.
Quests did not have quest names, they were simply quest entries in the Journal
There was no feedback as to the remaining hit points of enemies
Ability score checks in the dialogue were not highlighted
"Influence" Modifiers with companions were never shown
You have absolutely no idea about the offensive or defensive capabilities of enemies other than "Oh jeez, that guy just hit me on a roll of 4".
So far all of these things are disabled in Expert Mode in Project Eternity - no quest names, no hit point feedback, ability score checks in dialogue are invisible, influence modifiers with companions are never shown and Accuracy/Defense tooltips on enemies are disabled.
Edited by Sensuki, 11 November 2013 - 10:15 AM.