> As I recall, the main counter argument for this model is that > some skills are hard to advance. > True indeed. This is an old discussion. 'Exotic skills' are exotic because they're not often used in the game. There are various reasons to this, but they could probably be summarized as : - Not useful enough: Results are too limited to make a noticeable difference on the game experience; - Too difficult to upgrade: There is not enough experience points to gain by using them; The last point usually leads a character to learn 'standard' skills (Melee weapons, Wizardry, Wisdom) first; skills like 'oratory' only starts to be improved when the maximum level in all standard skills has been reached - but then oratory isn't as useful as it could be, because you've other, better skills you can use (plus you already did a lot of quests, so there are not a lot of new 'goals' to reach). The first point is that some 'exotic' skills, even at higher levels, are not effective enough - bows have a bad reputation about that. I don't think this problem is related at all with the skill rules; a separate thinking on 'how to attract players in using such skills' would certainly be a good idea. Whatever the rule system, exotic skills will stay 'ghetto-ized' as long as they're not as fun and powerful as others. Y. Chachkoff ------------------------------------------------ Help supporting JXFire ! ( http://jxfire.sf.net ) ------------------------------------------------