I think I just got a light bulb about the Attribute System.
MIG 3 gives a pretty non-differentiated value compared to MIG 18, doesn't it? It hardly boosts anything, non of the attributes do? The design provides narrow differences between the Attribute builds. I think really what people are looking for in the system is a broader spectrum. 1 INT should equal almost no radius, whilst 18 INT should give a much greater radius. Leveling up should further increase the radius (but not intelligence as a stat). Because no stat in Pillars of Eternity is entirely "best" at the moment. 1 small/weak 18 big/strong*.
Another solution to the Attribute system would be to start as a Level 1 character with 30 points to spend on Attributes (5 points on all 6 Attributes together). 48 points left (30 out of 78, 48 left and divided by 12 equals 4. About 4 points every level). This could make the challenge progressively deepend. And you'll level up over time. I generally abhore these level up systems in games like Dragon Age Origins though and I have advocated strongly against this system these past two years......... but they are so gamified with 3 options in DA:O.
But with a slowly progressively growing attribute system your character would be a weakling on Level 1-3 with minimum Attributes, but towards the end have 14-15 in all stats. And the max caps could be "18-19" on all Attributes, so that you can't max out Might and have 1 in everything else. Obsidian doesn't even have to change the stats on the mobs, hostiles, creatures, because the difference between 3 and 18 was so small, remember? Scaling difficulty right there btw. If you face a Level 1 creature with 18 MIG equivalent and you have a party all with 3 MIG (total of 18 MIG) you can tactically defeat it. That's some pretty darn good strategy mechanic right there btw.
You could even insert "max" attributes mid-game, or late-early game and facing the Player with various challenges along the way to let them build their characters depending how they choose to solve it *shrug*
*Another incentive
Infinitron is to add into the Attribute system
could be "Poor, Weak, Average, Good, V. Good"~ regarding your Obsidian forums thread.
I like how the trainwreck started. They made an RTWP game because "we want it to be a spiritual successor to the infinity engine!" and then proceeds to be nothing like an IE game. The whole justification for making a game based on mediocre RTWP mechanics falls on its own face. And all we're left with is something much worse than an actual IE clone.
I disagree, all those IE feels are the most thing I get out of gameplay of Pillars of Eternity. Exploration, adventuring. Even combat has its enjoyment when working, but mosty riddled in technical issues. Utility "Identify/Knock" spells are missing though, but both could be easily imlemented (I presume, an aspect that usually and actively gets modded) Identify could be a Spell that both works in combat and out of combat in Pillars of Eternity because of "Lore" mechanics.
Combat Identify: "Reveal Creature Lore"
Out of Combat: "Identify Item, Trap, Lock"
Identify could even be combined with Knock.