Player progression from the early game should be removed-
rant
So what is early game player progression?
It's the player "Base Attributes" and "Abilities"
But removing those would remove a core part of the game-
Yes...
The ideal~ move progression into player buffs that are either permanent onetime buffs (Beating Ant dungeon) or last X hours/days
Food - create a table of food, eatting the table would give you a 24 - 72 hours buff of stats (can only have 1 table feast buff active at a time)
City feast - Eat a table of food, buff last for several days (would still give you table feast buff, but last a lot longer)
Clothing- the main state gain and would be the hardest to raise. would likely have to go back and forth making clothing sets for everyone in the city to progress.
Alchemy - late game bonus stats buffs
Wounds - New wounds permanent wounds that would give bonuses to stats, and other wounds that hinder things
Events - more events like ant hill completions, beaver, bat dungeon.
Late game progression PLAYER progression - something to make you care more about getting your char wounded, things like Dungeon heart containers, Creedo's, Lilypad Lotus
Biggest change would be the curio system, with no stats to raise curios would need to be reworked. I would say they should still give LP, this would allow us to still buy creedo and skills with the same system, and feed claims.
But add ability's onto studying things.
Study shining marble - "chance to gain 1 phy for 24 hours"
Study Antler - "do 10% more damage to deer for 24 hours"
Lucky rabbit foot - "while crafting possible to get 2 items"
Troll skulls - "Gain 20 UA for 24 hours"
and so on.