Exactly. :chaos:
Torment is different than most D&D based games. You are playing a specific character, an immortal that cannot die due to common injury, ~basically a bit like Highlander immortals.
Your stats are all nines at the start, but you can improve them at will initially (with points to distribute), and you can raise any stat by one a few times during the game upon leveling, and by other means.
But the point is that stat increases are commitments, and you cannot get them all maxed.
Yeah, you can't max them all out... oh wait, you can...
So if we both were mage types and had the same perks and skills for spells for the same level and same tank bars, but you happened to invest more of your intelligence attribute than I did, I would say you have a tangible affect in the game because for the same spells you used would do a little more damage then mine would.
And we can say for the sake of RP. I invested in say, endurance, because I wanted a little more melee defense protection since I was a mage. A consequence I would have to live with when I faced you who had more intelligence.
For the sake of RP? you practiced the exact same skills, achieving the same abilities, yet somehow one got smarter and one got thougher... That's highly logical.
Just wait.. its all but guaranteed that they reaper via mods...
(and I'm not so sure this wasn't the idea from the start.)
More power to you then, even more for me.
I disagree; but also... Redundancy in all forms is generally good in an RPG. It expands the player options, and allows players to form their own play habits, in the way most comfortable to them.
**In Fallout for instance, there were two ways to load a gun... One cost you double the other.
That's not redundancy, that's having different options for a situation that lead to two different results... Redundancy is doing different stuff that would lead to the same result (or very very close to it) as the other stuff already in place. I called it redundant because it didn't have any effect, therefore it's just wasted actions.