Current System for Attribute Growth
I propose the following:
All attributes be represented as 0% to 100% of a fixed number.
AND, the way in which this percentage is adjusted is via a new attribute of food, “Nourishment,” which affects the total nourishment of the character. Values of a character’s nourishment,close to 0% depict a “Malnourished” character, and values close to 100% represent a “Nourished” and well-fed character.
To maintain a feature of character customization, there ought to be different Nourishment Attributes to food, i.e. STR Nourishment, CON Nourishment, AGI, etc.
Nourishment ought to also fluctuate on the time ingame that a character spends eating and not eating, as well as doing activities and not doing activities.
An Example of the Nourishment System:
From the above example, we learn that food would still possess a central role in day-to-day HnH activities, remaining as a still important industry for competitive play. However, at the same time, eating does not serve to create a disparity among the playerbase which is impossible to overcome as a newcomer, nor is it a system that incurs an eventual imbalance as we saw with the Breakdown of the FEP system between STR and CON. We also learn in the above example that eating 'recklessly' or consuming 'wrong' foods could have consequences as illustrated by "Gout."
Another feature the example shows is that player politics can actually effect the attributes of your very character, where being exiled from a place with good food could mean your character becoming malnourished.
A final note I want to end on is that the nourishment system as I present it allows for your character's attributes to be fundamentally governed by the food he or she eats and still remain dynamic. It would be possible for the character over the course of a few months become well nourished in Strength, though able still to eventually abandon Strength to perform better in Agility, Dexterity and so forth.
Thanks all for hearing out this proposal, and I hope that we might get a good discussion going.