My solution, from a wannabe game designer for hire
- Remove learning rate decay with levels. If you want levels to measure experience don't mix them with skills.
- Attributes are assigned at character creation and they never change. The average Joe gets 5-6 in every attribute, sometimes a bit more or less. Very rare characters with above/below average stats. Attributes define skill caps. With low attribute low skills maximums, high stat -> high skill possible. Once or twice in a lifetime a character can increase one atribute by one point, representing years spent in the same activity, i.e. a scientist increasing intelligence or an atlhlete increasing endurance or vigor.
- Focus points are fixed at character creation. Say 18 focus points. Player can distribute them evenly or in different combinations: 5-5-5-1-1-1 4-4-4-2-2-2 3-3-3-3-3-3 ...
The beauty of focus points: they can be redistributed at any time, so the character focuses on those skills but can change them to focus on other skills.
- How to gain skill points: all skills are time based, if a character is focused on roguery, leadership and steward 5-5-5 he will gain skill points at rate * 5, if 1-1-1 at rate * 1 and so on. The rate is constant for every skill. It doesn't matter how many times you hit a looter with a club, it matters how many months you have been focused on learning your combat skills. Say 1 game-year at 5*rate is enough to get to 100 skill, 5 years at same rate to get to 200 skill.
Now you can specialize in a few skills or be a jack of all trades, your choice.
- Remove learning rate decay with levels. If you want levels to measure experience don't mix them with skills.
- Attributes are assigned at character creation and they never change. The average Joe gets 5-6 in every attribute, sometimes a bit more or less. Very rare characters with above/below average stats. Attributes define skill caps. With low attribute low skills maximums, high stat -> high skill possible. Once or twice in a lifetime a character can increase one atribute by one point, representing years spent in the same activity, i.e. a scientist increasing intelligence or an atlhlete increasing endurance or vigor.
- Focus points are fixed at character creation. Say 18 focus points. Player can distribute them evenly or in different combinations: 5-5-5-1-1-1 4-4-4-2-2-2 3-3-3-3-3-3 ...
The beauty of focus points: they can be redistributed at any time, so the character focuses on those skills but can change them to focus on other skills.
- How to gain skill points: all skills are time based, if a character is focused on roguery, leadership and steward 5-5-5 he will gain skill points at rate * 5, if 1-1-1 at rate * 1 and so on. The rate is constant for every skill. It doesn't matter how many times you hit a looter with a club, it matters how many months you have been focused on learning your combat skills. Say 1 game-year at 5*rate is enough to get to 100 skill, 5 years at same rate to get to 200 skill.
Now you can specialize in a few skills or be a jack of all trades, your choice.