First of all that would add more
differences between races and probably classes in the
end-game. In line with
Harwin's suggestion it would make races different
through the whole game.
Secondly it would add a
sense to potentials. Currently potentials are a bit semi-potentials. They're just points starting from which increasing stats is more difficult but still possible.
Of course that would require attentive potential revising: no more potentials of 11 or like that because not allowing character to progress in RPG game is very annoying. Basically new potentials should provide a room for improvement during the whole game so that speedrunning characters wouldn't hit them but characters visiting every location and doing ultras would have to play hitting these potentials at least part of the game.
Another reason to remove hassle about potential training from the game entirely. No more that micromanagement, want to train: just train your attributes!
Yet another reason - when you hit the unchangeable potential you'll still have a usage for attribute-increasing items and for temporary buffs. Currently they become completely useless on 99.
If you're afraid of removing stuff of potential increase: I'm for keeping them but making it guaranteed or only. For example maze could contain 1-2 guaranteed random potions of stat potential increase.
Before you say "But I want my character to a superhuman at the end-game! I downvote!" please think of it. I'm not asking for making potentials low on each attribute! I'm for increasing them and don't mind if some race/class combos would have potentials of 95 (e.g. high elven archer deserves 95 dexterity, tree-born gnomish mindcrafter deserves deserves 95 willpower, mist elven wizard deserves 95 mana, trollish barbarian deserves 95 strength and so on). You still will be able to make your make superhuman characters, the only difference that they will be superhumans in one or in a couple of areas, not in every of them. On the other hand I would leave learning potential for very low for tree-born trollish barbarian (about 20-25).
If that's not enough you to agree - I'm for an option to turn off caps completely in deluxe just like you can turn hunger or corruption off there.
P.S. Please let me know if anything except my idea is wrong somewhere. Please let me know the cause before downvoted, if that's possible to fix a reason for downvote - I'll try alter this proposal to take that reason into account.
One more thing was pointed by JellySlayer:
Originally Posted by
JellySlayer
If you make potentials very high to allow hard limitations on endgame characters, then you reintroduce the issue that herbs can essentially wipe out all of the early game differences between characters.
To address this I suggest to get rid of any fixed attribute caps and make them relative to potentials instead. For example moss of morelion would train dexterity up to 40-60%, strength training by burdened would have 20%, 25%, 30% and 40% instead of 15, 16, 18 and 20...