dra wrote:Main problem with unlimited proficencies is randomness of combat. TROS 2-exchanges system works best within certain range of pools (say 10-17). Above it and below it it simply worked poorly. If you have a CP30 character smashing blows with CP32 character you will sooner or later run into weird rolls. Like one guy gets 14 succeses on his offensive manouver and other just 1 in his defense. Wound levels however stay the same which means one bloke just gets ripped to pieces although he might be swordsmen of equal skill.
One of the best selling point of TROS was it's combat system which allowed tactical choices for players. Worse-stats character could overcome better one with carefull picks of manouvers and equipment. If profficiencies are allowed to grow without end, combat stops being a game of skill and knowledge and goes back to rolling contests.
Proficiencies have a hard end-point in that they can't be bought at a higher rate than you have drives to spend. At the theoretical highest, if you managed to max out every single drive, you could have 25-30 points to spend at once. So. Alright. That creates a maximum cap of buying rank 30 in a proficiency. On the other hand, is that a thing you're likely to ever see?
The cost to raise a proficiency is equal to the new level in drive points. From 4 to 5 is 5 points you need to burn. Let's assume the character in question went with the highest possible rank at character creation. That gives us an 11.
From 11 to 12 is 12.
12 to 13, 13.
+14
+15
+16
+17
+18
+19
+20
+21
+22
+23
+24
+25
+26
+27
+28
+29
+30
Just to get to 20 is 144 points. To get to 30? That's 399 points. If we assume an average of 3-5 points earned per 4-hour session?
At 5 points per session, this person has spent 29 sessions or around ~115 hours to get to rank 20.
At 3 points per session, this person has spent 48 sessions or 192 hours.
To get to prof 30 for 399 points?
At 5 points per session, we're talking about 80 sessions, or around ~320 hours of play.
At 3 points per session? This goes up to a ridiculous 133 sessions, or 532 hours.
If you're lucky enough to be playing on a weekly basis consistently, you're spending half a year to a year to get to prof 20. To get to 30 you're putting a minimum of a year and a half and could wind up at two and a half, all without spending points on anything else.
If we assume that the campaign could keep going that long without having either burnt itself out or without the group reaching a natural end point with the decision to start a new campaign, and we then further assume that this incredibly combat-focused character has made it this long without getting crippled or killed (as tends to happen with characters who solve all their problems with swordplay), then you're still dealing with the issue of horrifically diminishing returns. Even within the range that you brought up (10-17), having +7 dice on someone is close to an auto-win unless you're fighting at a significant disadvantage (e.g. they are in full plate with a bidenhander and you're completely unarmored and unarmed), or you makes some very exploitable mistakes. With "normal" NPCs topping out around prof 11 (the scale works this way on purpose), how many people will consider it worthwhile to expend the incredible amount of resources required to keep advancing their combat pool after they hit 20+ dice? It starts to become a waste unless you're specifically in an arms race with another player character in the group, or they are literally just wanting to be able to take on two and three opponents at a time with no fucks given. And again, keep in mind that this only benefits this character in a single proficiency. The moment they need to use something else, they are going to be boned. In that same amount of time with the same amount of points, you could have done a whole lot more interesting things.
So what we're dealing with is a scenario that's not especially likely to come up in the first place at an extreme where most things will break anyway. At CP30, you're more likely to be spending more dice on bigger activation costs and with chains of stuff (new to come!) than just throwing a 20 die attack at someone. Meanwhile, let's compare with an opposed skill check. Even with the hard cap of 10, if we want to go to the maximum possible die pool the systems can have (which, for 399 points, you could easily contrive), you're 10 base dice +6 from tapping, +5 from your Drives firing, without counting help, tools, or the effects of cascading rolls.
Things are always going to be a little wonky once you get to the extreme. I'm not sure that putting a cap on proficiencies is going to do much one way or another. If you want one though, just throw it on there. Decide whatever the sweet spot is for you and lever in "hard cap of prof 15" or whatever. Simple enough.