I notice there is a lot of discussion of how the stats system (str, agi, end, int wil and cha) could be (re-)implemented, be it about character creation, final limits and plasticity, the process of gaining training and practice, correlations and synergies, prerequisites for or benefits from skills etc. etc.
Some of these threads have very good approaches, but there is little consensus.
As this is an interesting topic, I have put a bit of thought in this and came to only one solution that seems convincingly simple and yet leads to some effects that seem to be desired according to the various discussions. So allow me to put this here for discussion and excuse if a very similar thing has already been subject to older threads I could not find here.
For now we have a profile of base stats for each race, some additive contributions from character creation and a process of training that boils down to simply paying some tria and PP for reaching the same hard limits on each stat.
My suggestion is to establish a construct where each implemented skill has its own profile of stats, similar to base values for each race. Whenever the character gains another skill rank, his stats are evaluated as a weighted average over the profiles of the race and all trained skills. The base values from the characters race may have a weight of 100 and each skill will have a weight equal to the trained rank. (Just to explicitly define weighted average: The players profile of stats is then equal to the weighted sum over all profiles, divided by the sum of weights.)
In the way I express myself, this might sound fairly complicated at first. But think about it, doesn't this seem an intuitive and simple way to couple stats with skills?
Obviously, it is not a simple task to define well balanced profiles for each skill, but it would allow for a lot of flexibility and introduce some natural concepts of progressive, practice based training, synergies between certain skills and stats, as well as relative limitations to opposing or contradictory skills. Training a certain skill may improve some stats while degrading others, for which the character currently has higher values than those associated with that trained skill. In return, some stats can be useful when gaining practice for skills. If we assume significantly higher stat values on the skill profiles than on the races base stats, the latter will act as a blind count. This means that training a larger number of skills can enhance your overall stats, but the benefit will get indeed smaller and smaller with each additional skill. If a character wishes to have a highly specialized stats profile, he, she or kra will have to stick to a suitable set of skills. Someone who rather tries to learn a broad variety of skills will have well averaged stats, but none of them will be exceptional. One problem I see with this is the current implementation of character creation. With the proposed system, character creation should be limited to adding starting values for skill ranks. If boons on stats were added, one would have to take into account a profile of starting stats for each character, which seems highly impractical and encourages specific choices of character creation.
Thanks for your feedback...