Hotfoot wrote:It should be easy to become an amatuer, but much harder to become a professional.
That's what we were going for with the "every 5 levels, cost doubles" scheme.
Or instead of the exponential approach, maybe something like this: pay 1 XP for skill level 1, then increase by 1 for each additional skill level (you may have to adjust starting XP to match, since I'm not taking that into account). So level 2 is 3 XP, level 3 is 6, level 4 is 10, etc. That way, starting players would be inclined to pick up several "hobby" skills at levels 1-3, with their primary skills being 4-6 on average.
If I remember right, that's the way it used to be at one time. I don't remember why it changed, but I think it was a good reason. Mabye not. I dunno, Art has a better memory than I do.
Edit: Also, consider making it a rule that you can't spend more than X% of your starting XPs on any one skill. Vee-oh-la.
Eh, that's a little too oppressive. Tensided is all about player choice, and a rule like that would limit choice too much, I think.
But it's good to get these sorts of things hammered out before the game begins. Imagine if you started playing and seriously unbalanced the game for whatever reason? The GM would have to respond with equal and opposite forces to keep the game challenging, only with potentially dire consequences.
I agree completely. That's what's so great about getting other people than just us to test the system, because we can find out if it's truly broken. We already know it stands up to the sorts of characters we make, but we don't know if it stands up to the sorts of characters everyone else makes.