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Good model would be small incremental improvement depending on actions in play. As that would be far too miniscule, maybe a simple separation in exp classes would suffice: combat, non-combat and magic experience. this would also enable mixture of exps to raise certain abilities.
 
Good model would be small incremental improvement depending on actions in play. As that would be far too miniscule, maybe a simple separation in exp classes would suffice: combat, non-combat and magic experience. this would also enable mixture of exps to raise certain abilities.
 
Some thoughts on exp, levels and advancement: I think players need both steady advancement and discrete steps. If everything changes very gradually, it feels as if it's not changing at all, even if it is. Adding descriptions might help, but actually including some special bonus for the levels would help more. The problem is: skillbased systems dont really allow for discrete jumps. Maybe it would be interesting to connect skill levels with some kind of level advancement? This way, a character could have "core skills" which define him and which would get discrete boni as they rise in level. However, that would mean spreading the skill levels a bit more.
 
 
Another problem: Skill-based systems are much easier to min-max, and a high level of knowledge of the rules becomes incredibly important. So, maybe graphical trees of skill development might become an issue here? Maybe some concepts from trading card games or computer games might also be adapted for advancement. At any rate, the system should allow for great customisation of the character.
 

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