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<blockquote data-quote="XeviatTranion" data-source="post: 2749070" data-attributes="member: 36318"><p>PS: Alternately, you could develop experience point costs and time for gaining certain things. Make prices for ability scores and skills; ability scores should cost four times as much as skills since they grant bonuses to several skills and other abilities, while a skill only grants a bonus to itself.</p><p></p><p>Then, when a character is practicing, studying, or doing what not, they spend an allotted time practicing and then pay a number of experience points.</p><p></p><p>Since characters gain more XP each level as they increase in levels, make the costs scale depending on how high the ability score/skill currently is. Increasing a strength of 6 to 7 is easier than increasing a strength of 18 to 19; just like learning the basics of a skill (rank 1) is easier than mastering it (rank 10?)</p><p></p><p>PPS: Another idea is to not grant charaters all of their abilities upon level up. Sure, they gain X skill points at a level up, but their training dictates where it goes. Unless they're putting points into something odd, it's reasonable that they can increase the points automatically; but if a character in the desert wants swim ranks, they have to train. If an illiterate person wants to learn to read, they have to train. If a character who has spent no time in a dungeon or underground wants to pick up knowledge (dungeonering), they need to read about it or experience it. This would probably be the easiest thing to impliment.</p></blockquote><p></p>
[QUOTE="XeviatTranion, post: 2749070, member: 36318"] PS: Alternately, you could develop experience point costs and time for gaining certain things. Make prices for ability scores and skills; ability scores should cost four times as much as skills since they grant bonuses to several skills and other abilities, while a skill only grants a bonus to itself. Then, when a character is practicing, studying, or doing what not, they spend an allotted time practicing and then pay a number of experience points. Since characters gain more XP each level as they increase in levels, make the costs scale depending on how high the ability score/skill currently is. Increasing a strength of 6 to 7 is easier than increasing a strength of 18 to 19; just like learning the basics of a skill (rank 1) is easier than mastering it (rank 10?) PPS: Another idea is to not grant charaters all of their abilities upon level up. Sure, they gain X skill points at a level up, but their training dictates where it goes. Unless they're putting points into something odd, it's reasonable that they can increase the points automatically; but if a character in the desert wants swim ranks, they have to train. If an illiterate person wants to learn to read, they have to train. If a character who has spent no time in a dungeon or underground wants to pick up knowledge (dungeonering), they need to read about it or experience it. This would probably be the easiest thing to impliment. [/QUOTE]
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