Definitely, grinding should be disabled and discouraged by all means available. Diminishing returns after you reach thresholds in specific skills or general levels would work well for that.
Example: lockpicking simple locks would stop to increase your skill after a specific point and you would need to find better, more complicated ones to improve the skill.
Same thing for combat. After all a master swordsman has hardly anything to improve by killing peasants.
I guess that works to some degree, but you can still grind yourself up to God mode and it's still a mundane task. Even as you're switching to a higher tier of challenge just as you've exhausted the less 'challenging' one, by essentially being overqualified for it, you're negating any actual increase in challenge with the switch. From a simulationist 'realistick' pov it also doesn't entirely add up, as while you certainly gain some amount of proficiency by doing, there's no guarantee that you'll be as efficient and masterful as someone with the proper training and technique (though a high int stat might improve your chances).
Agreed. Im not making a simple absolutists statemant here. Just looking at one tool to improve the overall experience, out of many available.
Grinding can be further minimized by not providing content for it.
No silly stupid respawn shit all over.
Sure some beasties may recover from slaughter... but it should take a lot of time. And happen only in some specific places where it makes sense.
In other places wiping out one type of creature could cause other type to take over - also should take time.
But many places should remain empty. Or taken over by friendlies.
Anyway - i would never rely simply on use based skill improvements.
Trainers - teachers should be added and they can provide a diverse range of improvements, instead of just numerical increase of skills.
Learning new techniques can provide new abilities and moves, increase critical chances, allow you to tackle enemies you couldnt before etc.
Perks, traits... you name it.
The way I see it, if your master swordsman has no choice other than to go under the mountain and fight rock-golems, he's better off switching to a pick-axe, and taking the initial hit as he familiarizes himself with this new instrument, than he would be blunting his blade. But once he switches back to slice-and-dice mode and takes a few practice-swings to get back on familiar ground, he'll gradually end up none the wiser on pickaxes, unless of course he took the opportunity to put some points into 'proper training'. There's a lot that can be done with perks, skills and stats to mess around with the decay/advancement ratios, but I think a system that rewards sticking to what you know and penalizes indecisiveness, but still allows for experimentation without the need to permanently invest exp, really is the way to go.
And there'd really be no point in grinding, as while you were grinding one ability another would undoubtedly expire.
Its an interesting radical suggestion but i dont think it would fly very well. It is easy to argue that things do not work like that in reality - most things or skills you learn stay available. Riding a bike? Swimming?
Of course, martial arts are different matter but not that much, especially if you reach some sort of mastery in them.
Unless there is some huge time passing by in which skills would deteriorate a little bit... but thats something that cannot be implemented into the game without various further negative consequences.
Besides... its hard to believe a master in some martial art would stop training and maintaining his skill or constitution or strength in such a way that his skills would seriously deteriorate.
Still, i can certainly see an incentive in letting rarely used skills deteriorate.
Even if a lot of skills give synergistic effects on others so reverting back to complete zero would be a bit too disingenuous.