Actually, I disagree. You should not be able to learn all skills on the same character to the highest levels. I believe that restrictions should be in place to force players to specialize to a degree and then use companions to cover their weaknesses. It is actually something that I really hated about Skyrim, that you could become the absolute master of all disciplines of combat, magic and crafting. And do so pretty easily at that. Skills and abilities that take people a lifetime to master, you do in no time, and then move on to learn another one like it's nothing. I find this horribly unimmersive and gamey.
So to use your example, being a master swordsman means that you put a ton of time and effort into training that skill. Sadly, the game does not reflect learning skills over your whole life, and it's pretty much necessary to learn them unrealistically quickly, for gameplay reasons, but realistically, it would take you decades to become that good as a swordsman. After all this time, you simply wouldn't have enough time in your life to become a master smith as well. Especially back in middle ages. (Extremely rare and talented people notwithstanding)
Yes, I know that using realism to change the way we play games can be a bad idea, as being super realistic is not in itself a good thing. But I believe that realism when applied right can enrich gameplay and make you actually make important choices. Knowing that you cannot master everything just given enough time will make you consider your priorities and actually make you make a "build" for your character. I believe this to be very valuable.
I get your point, I believe we could compromise, but what would be considered being a master or good at something ?
You invest a lot of time in a particular domain, you get better at it but how does it translate inside the game ?
For me it would just mean to be way better than other at a specific task, you would be a master swordsman with 50 in onehanded if all other lords had 05-15 in the same skill you don't need to reach the 300 or 350 milestone to reach that goal.
So the NPC are the problem because I find them pretty generic and stagnant with very little room to grow.
In a 800 days playthrough you will be able to gain thousands of skillpoints but what about other lords ?
They will barely gained a few points in medicine they are lacking the ability to evolve and improve even your companions improve if you let them on their own (if they are not captured every single day lol).
You are starting with less so a good amount of skillpoints is just catching up to their level up but this doesn't feel right they are doing the same things as you, they are roaming with army and fighting since longer so why are you as the player able to progress further than them ?
A good game example would be Kenshi, in Kenshi you have immense ability to grow, insane number of skills and progression is not limited by any way, so how does one balance this ?
* Makes every other NPC exactly like the player. If everyone is strong, no one is.
You are right that being a master in something means to invest a lot of time in it, but even if we remove the learning rate, isn't reaching 350+ a very time consuming task ? Especially in skills like medicine, less with combat skills.
Even if you have the ability to, does not mean you will do it and if you spend your whole life striving to be the best, then shouldn't you simply be rewarded at the end ?
The problem with learning rate is that you are punished when you are levelling up all your skills without min-maxing.
The player is forced to avoid certain actions if he doesn't want the get his growth limited, for example if I don't want to get SP in Roguery I will never ever sell a prisonner or raid a village.
From a game perspective it does not makes sense, how could we balance it ? Removing learning rate but making the growth exponentially harder.
the skills already requires more and more SP to reach higher level, if this is still too easy and fast to reach high level we just have to increase the EXP requires for higher levels or set a learning rate that is specific to a single skill instead of taking away growth from other unrelated skills.
You could progress normally up to level 150 then you would have a 90% XP rate in said skill, at 200, 80% at 250... etc etc but never reaching an absolute zero.
I have to invest tons of time in a single skill to master it, yes, I will not be able to do so for all skills, but If at some point I decide to stop and focus on something else, I shouldn't be penalized because of what I precedently achieved, actually that's the other way around if we want to talk about realism.
It's easier to learn when you already have a set of specific even unrelated knowledge, the higher your global understanding the better.