Thanks for the input.
I see both your points, espacially about the risk of pushing players into one or another direction.
I haven´t played Divinity:OS myself, but take your word for it if you say the concept failed before.
The issue I wanted to adress is the fact, that statchecks are ridicilous high even early on in the game, while the only way to increase your attributes permanently is to make certain decisions (draining captured souls, sacrificing companions, making a truce with a horned sociopath that tried to have you killed).
Now THAT is what I call forcing players into a certain d