It seems that during the recent playtest we ran into a rather unexpected "feature" that caps certain skill gains at around 1,100 total points per character. Now just to keep this discussion from devolving into things we all already know and agree with let me say that I understand that we:
- Want players to interact
- Want player choices to matter
- Want to make it "real so that people aren't all powerful demigods"
- Name the argument here that could also be stated "Want to keep player power and utility in check"
- Use the globally limited resource that we ALL share called TIME to limit player power/utility through exponentially increased learning times. IE - I can become an apprentice electrician in a few hundred hours, a master in 10,000. EVE Online, Albion and other games have shown us how this system works. No need for arbitrary skill caps because TIME is the cap when you design exponentially.
- Create gear/stance/career requirements for certain skills such that if you aren't wearing certain gear you don't have access to certain skills. OR, if you aren't in "mage stance" you don't get the benefit of all of those magic support skills. This speaks directly to power in that it gives me ZERO advantage have 10 weapons mastered if I can only use 1 in any given battle. What it gives me is a deeper gaming experience across time and more utility for my group.