how do you think the regeneration of attribute damage (a decrease in an attribute score brought about by for example overexcertion, poisoning, sickness or some form of magic) should be handled? Why? What are the benefits of your solution regarding realism, fun, efficiency and balance?
Some of the models i am familiar with would be:
During each period of regeneration every attribute that has not already reached the score the character would have, if he did not suffer from attribute damage, rises by a value
My formulation to some extent implies a system where high values are better than low values. Please translate "rise" as "get better" and "decrease" as "get worse". It is just a little bit less readable if formulated correctly.
Please excuse me for being anal and specifically defining the attribute, skill & trait model - just wanted to make sure we really are talking about the same thing. It happens astonishingly often (at least for me) that this is not the case.