I think that by including stats that are used by more then one thing it would allow the player to gauge there profoiceny withouth any diffintive numbers. Stamina would be an example of one of these stats for instance lets go back to the example of the character running through the mountains, maybe at first the character can only run for a minute or two before they begin panting and need to stop and catch their breath. However the more they practice, the longer they can run before they need to rest. on an implimenation side this would amount to increasing the character running proficency, survial skill, and cold restince also possibly increasing the stamina stat. the character running proficeny, survial skill, and cold restince would deterime how quickly stamina is depleted. All of these stats would have impact on many other parts of the game, and there is really no need to make the visible.
Another idea that might work is to have skill/trait/talent/title discovery. The idea be that each time the character attempts an action that has a corrisponding or related trait then there is a chance that it will awaken that trait these could also be awarded once the skill reaches certain level. For instance maybe each time the character runs the through the mountain there is a chance they will develop the trait "mountain man". This trait might make surving in nature easier but social interactions more difficult. Or it could do nothing other then let the player know that survial and cold restience have reach a certain level.
further more why not let the player customize their character through skills? If the player want to player an expert swords men by aquiring all the swords skills they can then why not let them. It might not be what many of us want, but its what some people want so they should be allowed to play that way.
Also it could be interesting if that when a base skill reaches certain level the player can choose a proficeny/concentraion/specilization to open new deminsions to gameplay. For instance Antiques might be a base skill while Antiques:Firearms could be a specialization. The player might not know their characters Antiques skills level but they would know that there character knew antiques with specaility in firearms.
Potentialy there character would have no knowledge of there characters skills or attributes, except through the traits/characteristics/titles/etc... they possesed.
Actuly I think that could be rather interesting playing a game where I as the player don''t know what skills are availble instead only knowing those skills that I discovery through experimentation a big plus in non liner games since it increase replability.
Also I''m not saying that all qualitative elements don''t have a quantitative aspect just that the player only needs to see the qualitative aspect. For instance having a weapon_skill:good targeting may add +2 to hit. But the play doesn''t need to know that just that the character has weapon_skill:good targeting.
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Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document