OldFatGuy: but I'm pretty sure you get some benefit for each gain
"some benefit" (which you may or may not actually make use of) != "SIGNIFICANT DIFFERENCE"
OldFatGuy: For example, strength may only increase damage done every 5 levels, but I believe carrying capacity increases with each point spent.
Absolutely useless. A tiny incremental amount of carrying capacity is not going to win you any fights, and winning fights is pretty much all this game is about (with the odd puzzle thrown in). Over the long haul all of that added capacity will make the game less of a nuisance to play (in terms of reduced backtracking to sell loot), but especially over the short term that's a very far cry from the "SIGNIFICANT DIFFERENCE" you claimed (unless you want to argue that the nuisance of backtracking/walking around in this game can be significant, which I would agree with, but that tiny incremental carrying capacity unfortunately will not put a big dent in that nuisance).
OldFatGuy: I'm pretty sure you get benefit in terms of resistances with each point gained.
It's a maximum of 1% improvement. The difference between 30% resistance and 31% resistance is not a "SIGNIFICANT DIFFERENCE" (or even between 5% and 6% -- even though 1% "looks" big relative to 5%, it's still only 1% chance of doing anything). For most monsters in the game (which are physical damage only) it provides zero difference.
Let's try applying some back-of-the-envelope calculations: A 1% improvement against (say) 10% of monsters (where resistance even matters) and you are looking at a 0.1% overall combat (defensive) improvement. 1 part in a thousand is really difficult to even notice. But wait! It's even worse than that as this does nothing to stop any physical part of their attack, only the "special" part. (I don't think creatures with magic attack have any physical attack, but I think the rest do and the non-physical part is just extra on top of the physical damage they do.) So even for creatures where resistance does matter, it only matters for a fraction of their damage (usually only a small fraction), so that 0.1% may actually be more like 0.03%. (Resistance is probably more useful for its "after combat" benefits than for its "during combat" benefits, as it may mean no need for a detox/cure potion, though a 1% decrease in need for potions is really not significant, especially as your need for them trends towards zero over time regardless of resistance.)
OldFatGuy: Perception, for example, is the attribute checked regarding curses. I'm pretty sure you have a better chance of avoiding a curse at perception level 12 than perception level 10.
I played as an atheist so I was immune to curses. (And again, how many monsters actually have curse ability, and how useful is a 1% (?) improvement in that context? Plus, despite how "sure" you are, you got it wrong -- it's wisdom that protects against curses. And there's no way a non-magic-using character is going to blow points in wisdom just to get curse protection.)
However, note that with respect to abilities I stated "most of those take 5 points to make a noticeable difference", and perception is the one (and only for most character types) ability that actually
does provide some noticeable benefit from each point added, at least if your character likes to dabble in magic, because every single point bumps MP by 2 and increases your mana regen rate. (For those who are full on "wizards" relying on spells for most their damage, non-camping MP regen won't be very useful until you get it pretty high, but for "dabblers" who use magic less frequently it can at least sometimes be enough to avoid needing potions/rest just to get MP back.) Also every point of perception improves ability to spot hidden objects/traps, and every point bumps magic resist (the only damage type with no physical component AFAIK). Perception is almost completely a "smooth" skill (every point treated the same), with the only exceptions being MP at start/level-up requiring increments of 2/5 points respectively.
OldFatGuy: Skills, I do know for a fact that every point spent in the weapons skills, cartography skill, dodge skill, and I believe others makes a difference.
I already described weapons skills as being beneficial every single point (but only if you actually use that weapon type). You're just wrong on cartography -- there's no benefit at all at 6, 8, 10, 11, 13, 15 or anything above 16. (And for my take on the game's cartography skill, see
here.) Dodge skill I already wrote off as being of "highly questionable value" -- again you have to do some calculation but the end result is that skill points spent on dodge are simply not nearly as effective as skill points spent elsewhere. (Dumping 11 points into dodge will reduce enemies chance-to-hit by 11%. Dumping 11 points into alchemy and getting a couple of brewer's rings to bump that to 15 and buffing your armor by +18 will do a lot more than 11%. To a point weapon skills will also reduce damage more than dodge, just because if you kill your enemies 5% faster they are going to have 5% less chances at hitting you.)
Anyways, all I said was "That's not true in all skills. Some take multiple points to get to the next level that actually makes any difference", which is a perfectly true statement. Here's the breakdown (with '?' indicating I don't know for a fact the given skill is "smooth" but I'm guessing it is):
smooth (every point does something): dodge, hide in shadows?, survival, meditation, mercantile, move silently?, pick locks, skullduggery, spot hidden?, weapons skills (swords/bows/piercing/bludgeoning/thrown/unarmed)
not smooth: alchemy, divination, elemental, cartography, light armor, heavy armor, lore, shields (armor + shields in this list because apparently only the 1st point does anything)
It looks like about 15 smooth and 8 not smooth. Of course, it's a total waste to spend level-up points on more than one or two weapons skills so it's more like 11 and 8 for any given character. Many of the remaining "smooth" ones are for "thief types", so if you're not playing that type of character you'll likely have less smooth than non-smooth skills.
OldFatGuy: Also, alchemy makes a diffierence with every point up to I think 5.
Which is 100% consistent with what I said ("alchemy skill above 5 only has any affect at all at 10, 15, and 20").
OldFatGuy: After that, it may be true that no benefit in terms of strength of potions, but are you sure there is no benefit gained in terms of potions allowed to be made?? For example, I believe Devil's Oil requires Level 4. Is it not possible that some other potions (say Haste?) requires some level between 5-10???
No,
it's not.
OldFatGuy: However, when one dies as a result of the consequence, it especially opens up a "cheat" because there really is "no penalty."
It doesn't open up anything. What you seem to be thinking is that this "reload on death" is some kind of "loophole" that suddenly makes save scumming not ruin the game -- it's not. "Reload after intentionally reckless death done to gain 'illicit' info" is just as much save scumming (and game wrecking) as is "reload because I got caught thieving" or "reload because I want better loot from that last chest" or "reload because that last battle didn't go as well as I would have liked". In other words, the valid form of "reload on death" is really "reload on death which I was trying to avoid by all due means".
OldFatGuy: ADDED: Also, I'm not sure we played the same game. Regarding your comment that adding +3 to all your armor "breaks the combat mechanics" boy I didn't see that. I did in fact have every piece of my armor with the +3 added, and right at the end I was still taking significant damage from the Tauruses, acid grubs, and raptors, significant to the point of still constantly being in danger of dying. In fact, I wonder just how bad off I would've been had I not done all the added +3's. My experience must have been very different from yours, the game has been patched in some way, or we're talking about different games (I'm talking about Book I).
Book 1, version 1.06
If you look at the screenshot attached to
this post, you'll see that I've got a 60% 'to hit' against the spire guards, while they've got only 2% 'to hit' against me (the minimum 'to hit' in book 1), making fighting them a joke. And that's
without even using the stone skin spell I had (which would provide another +9 armor).
I was never in any danger from acid grubs (only my gear was). Tauruses were tough when I first ran into them (even with fighting them in the dark to drop their 'to hit'), but once I added the +18 to my armor it became easy to fight them during the day (and I only got stronger after that -- I didn't have anything in the way of spell buffs at that time, those came later). After that I guess perhaps I too was "constantly being in danger of dying" -- of boredom from the combat. :-P
(Book 2 was even easier, despite me limiting myself to light armor, crappy short swords, no shield, and dumping a huge amount of points into mercantile. That's because when I started playing Book 1 I had no idea what I was doing, but Book 2 is almost the same rules as Book 1 so I got off to a cleaner start and didn't have to recover from character development mistakes like I did in Book 1.)