Quote:
Originally Posted by PTTG
I wonder if we could make attributes exponentially expensive, and have skills be linear....
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This makes sense to me. Or base attribute costs on standard deviations from the mean. Going from 10 to 11 is cheap, but going from 14 to 15 is a lot more expensive. So basically, faster than linear growth, but not necessarily exponential.
Another option is to find some other benefit that can be attached to skill growth to make it worth the extra cost. Spitballing here, but bonuses to defense against weapons at which one is highly skilled is one possibility. Maybe modify critical hit/failure table results. At a certain level of skill, for example, you'll never get the worst possible results. Allow for mini-crits that don't automatically succeed, but provide some benefit.