I propose a variant of character aging. Attribute values in FEPs, LPs and possibly acquired wounds and played time would together contribute to character life fatigue. That fatigue would not manifest itself for a long time but after a certain point it will start adding permanent wounds, possibly exceeding CON gains at some far away point. Permanent means impossible to heal even with ancient root.
That will effectively place a flexible softcap on character progress with an option to tradeoff some stats for others. It will be possible to progress further by inheriting, so the cap for n-th heir will be approximately 25% higher than for the first char.
I propose a cap on total FEP + LP + wounds + online time.
Going past the cap will result with receiving an "Aged" / "Burden of Life" wound that would cripple all Abilities and Attributes (but would not go below 1)
Exceeding the limit by half should result in death from wounds for a fully balanced char. Chars with increased CON will be able to last longer at the cost of lower other stats.
Numerical examples:
There is 13 Abilities and 9 Attributes
Assume the target is to have balanced chars at 100 to each Ability and Attribute, lasting 30 real time days online and capable of being wounded within that time 10 times to 100% of their HHP.
The formula is sum((<Spent LP>/100)^0,75) + sum (<Spent FEP> ^ 0,75) + 90*<online days> + total wound points
Maximum is: 13 000 age points.
This is allocated as follows:
100 points to each attribute -> ((5005*9)^0,75)=3091 points
100 points to each ability -> ((5096*13)^0,75)=4129 points
29 online days (expressed in realtime days, not ingame)-> 2610 points
10*316 wounds -> 3160 points
12990 points total
Around target value of stats each stat point is worth slightly more than one day of life. Receiving wounds worth full HHP bar is translates to losing slightly more than 3 days of life.
After reaching 13000 age points the character would start to acquire "Aged" wound at the pace 1 wound point per ingame day with penalty -1 to all stats per each wound point. That will give another 33 realtime online days with increasing inconvenience of playing. At the end of that time the wound be worth 100 points and all stats will be driven back to where new char begins, and HHP damage will be equal to 100 corresponding to 100 points of HHP of a new char.
Alternatively a balanced char reaching 75 to each stat would live some 4 weeks longer before suffering from age. His days as an alder char will be shorter though, due to lower constitution.
Alternatively the same 13000 points can be assigned as STR CON AGI UA only. In that case the char will reach 207 to each of 4, still be able to live 30 days unaffected and will be able to swallow being 10 times fully depleted from HHP. After reaching senility he will last slightly longer than the balanced char due to higher CON.
Allocation for STR AGI CON UA char is as follows:
207 points to each attribute -> ((21483*3)^0,75)=4044 points
207 points to UA -> ((21681*1)^0,75)=1786 points
29 online days (expressed in realtime days, not ingame)-> 2610 points
10*454 wounds -> 4540 points
12980 points total
The heir of fully developed balanced char will be able to reach 120 in each stat and n-th heir will approach asymptotically 135 in each stat.
The heir of fully developed STR CON AGI UA char will be able to reach 250 in each of 4 stats and n-th heir will approach asymptotically 280 in each of 4 stats.
The system will punish all-round crafters.
The FEPs in above calculations should be considered as value of stats measured in FEPs, rather than actually consumed FEPs. Using actually consumed FEPs would reward variety but will severely and disproportionally punish any imbalance in developing character stats. It would be way too harsh IMHO.
0,75 exponent was added to mitigate quadratic nature of FEP or LP sum. Using raw FEP + LP totals was too harsh and left too little space for character spiraling.
I will later add another example with 1000 stat target, but these are just numbers and can be freely tweaked.