Dog_O_War wrote:I re-wrote the rules.
A quick and dirty version of this is to add up all the skills per level a character gets, cut that number in half, and then that's how many skill points per level they get to spend. I'd also cap spending at no more than 20% on a single skill per level, or possibly 10% per level, but you give out incentives: skills the player used often that last level gets a bonus of x1.5 or x2 investment. That is, if they put 10% worth into a skill they used frequently, then it is actually worth 15-20%.
In the past I've done something similar. I took the sum of the applicable stats combined with a die roll (I don't remember the exact combination) and gave that number of points to the characters to use at a new experience level. I had assigned each skill a cost to level one level / cost for one additional level. So it looked like this:
Swear word inventing: base skill: 30% +5% per level -- leveling cost 2/3 (5 points to gain 10%)
Thumb wrestling: base skill: 24% +3% per level -- leveling cost 1/3 (4 points to gain 6%)
Animal sound imitation: base skill: 35% +5% per level -- leveling cost 1/2
Staring/gawking: base skill 42% +5% per level -- leveling cost 1/1
Computer mouse operation: base skill: 50% +10% per level -- level cost 3/5
Walking and chewing simultaneously: base skill 45% +4% per level -- level cost 2/4
I borrowed this from another game system. It worked well to show which skills the characters wanted to focus on. So they could spend 2 points and get the 5% for swear word inventing, or spend 5 points (2+3) to gain 10% that xp level. And if they focused on a few skills like this, logically other skills would suffer.
They could level a skill up to twice per new experience level while completely ignoring others. They generally had the potential to level each skill one level if they wanted to.
To gain new skills, I simply used Palladium's "gain x # of skills at level y" rule.
I didn't get so strict as to say that they had to use the skill so many times in that level in order to unlock the extra bonus purchase option. While it would have been a little more realistic, it wouldn't have been yet another thing to keep track of.
It worked well for our game except for one thing: I mistakenly allowed the hand to hand combat to be leveled in the same manner. I should have either not allowed it or made it astronomically expensive. Needless to say it threw the combat balance way off.