Like I said I think each stat should matter more, rather than there being hard caps you had to hit, that way you didn’t have to feel so bad about sitting at stat 17 and having it be no different than having 10.
Strength effect damage slightly before and the amount you could carry. The only active ability I think it affected was berserk. You got 5 bonus strength from berserking as well as the damage increase.
I think just making each point of strength boost the base damage of melee attacks by 1 would be a good way to make every stat matter. That way, you could hit harder than a human with a half giant, if you want to dump the stats into strength, but you won’t have a 20 strength ogre hitting for 150, while the human with 30 str and the same weapon is hitting for 110.
Dexterity effected damage for monks I believe, and I imagine it had a slight effect on missile damage, but I never really played a ranger much. It also effected snipe, backstab and touch of death. Sneaking and stealing were also effected by dexterity, but I also think size played a large part before, as I remember it being much easier to steal with smaller characters. Also effected your accuracy to some extent I believe but accuracy before was way more based on weaponskill.
I think dexterity should be in about the same position as strength, but for missile weapons, just add 1 damage to missile weapons for each, and whether they have a damage component to snipe/backstab I’m not sure, but they should definately effect accuracy or those two and touch of death.
Dexterity could also have tanking relevance though if we add in mitigation effects like dodge, your dexterity should probably effect that. I think parry should mainly be effected by weaponskill, but dexterity might also play a factor.
Piety effected mana regen, effects of healing spells/devices, and affected turn. You also go an extra 5 piety I believe when you prayed?
I think thats basically what you want piety to effect once again, perhaps also having piety effect things like paladin damage bonus (if people like the idea of giving them him a holy damage component to their attacks). I’m not sure that there is much else that would be effected by piety. You could increase the healing spells effectiveness either by 2 points base heal per piety, or add 1 point per base heal for piety and 1 point for intel, to incentive healers to go for some intel as well, but regardless you probably need to make healing scale more than damage. It may not even be bad to do 2 points of base healing per piety and 1 point per intel, so you prioritize piety but also want to prob have moderate intel as well.
Intelligence effected mana pool, magic damage, magic resistance and I believe the length of which buff spells lasted.
Like with strength and dex, I think you could just make intelligence add 1 base damage to magic spells for each point of int you have. I know you were going to probably revamp mage damage, but if you went with Solmur’s idea of the elemental proficiencies to boost damage, using intel to boost the base damage would be fine with that system I believe. The only thing tricky with intel might be the magic resistance balancing and also the mana pool scaling. I don’t think you can get away without setting caps for mana pool unfortunately, so maybe just doing them by 5’s and giving a mana pool bonus starting at 15 and going up every 5 from there. Spells from mobs hit pretty hard, so I’m thinking rather than only adding 1 point of damage reduction off spells per intel, you may want to do at least 2 damage mitigated off spells per point of intel, might even up it to 3 if spells are hitting superhard, but may need to figure out the numbers there more after testing.
Constitution I saved for last because I think that will be the hardest stat to balance, and I ran out of time for now, so I will have to finish this post later to discuss con and also stat penalties