Gangrelrumbler
Arcane
- Joined
- Mar 28, 2014
- Messages
- 4,234
Realism argument is kinda retarded here. Do you have hit points in real life? Can you survive being hit in the head with an axe? Don't think so. Stats are abstractions, so as long as they make at least some sense withing the setting and work mechanically, there's nothing else to be desired. If the character system works in such a way, that a 1-point difference in your stats is a big deal, then, from a purely mechanical perspective, they should be hard or even impossible to raise.
It would make sense if rising other stats in a way that makes a big deal was equally hard. It's not which is why the system feels very arbitrary. It always felt restrictive for the sake of being restrictive and I can't really find any advantages of such system compared to other systems where stats are constantly raised through the game. Also, I don't think it's stupid to care about a bit of realism in character development. It adds to the game's atmosphere, and also makes you feel more like your character is a real person and not just a set of number throwing numbers at other numbers. If nobody cared about character development being somewhat grounded in reality there would be no reason to use the attribute system in the first place.
Also, what you train in lifting is arguably not strengh per se, but your skill in lifting weights. It will, through skill sinergy, give you some edge in combat, but someone who was boxing while you were lifting will still have you at a huge disadvantage.
That's because boxers also become stronger during their training. In fact despite all it's flaws I think the TES games did that one thing right. Raising strength-related skills also rained your stats, which made character progress more natural. The big flaw of the system was that it was too easy to reach stat caps.