Crazy Jerome
First Post
Look at it from the pure modeling angle. Let's say in some future version you are quite happy to model "great strength" or "98 lb weakling" or "beautiful" or "ugly" as traits. Then what you are saying is that for this version of the game, such questions are rather coarse in the model. Most people are average strength. A few are significantly enough strong or weak to justify the trait. And so on. Presumably, you'll handle things like enormous creatures (giants, dragons, etc.) being so unreasonably off the scale by having a separate mechanic for handling size/scale differences. You may have weak, average, and strong giants, too, but that is only in comparison to other giants. So this alternate mechanic needs to bring its own elegance, streamlining, etc. to the game.
But the moment you start comparing across such boundaries, or deciding that you need to start stacking similar traits into tiers--you are more than 80% back to having attributes anyway. You might as well keep the attributes as a more straight-forward way of handling this issue.
So my question for any game with no attributes is, "what is your elegant mechanic to handle size and scale issues?" Answer that, and having attributes, or not, will take care of itself.
But the moment you start comparing across such boundaries, or deciding that you need to start stacking similar traits into tiers--you are more than 80% back to having attributes anyway. You might as well keep the attributes as a more straight-forward way of handling this issue.
So my question for any game with no attributes is, "what is your elegant mechanic to handle size and scale issues?" Answer that, and having attributes, or not, will take care of itself.