More musings: 1) It seems unlikely that everyone will agree what the best/proper way to do a skill system is. Thus, keeping it extensible is probably the way to go, so people can do whatever customizations to have it fit what they want to do. 2) There is already the expmul variable in the object structure - this can easily be used to adjust exp awards for the skill. Thus, if you want it more difficult to learn in a skill, this could be set accordingly. 3) Personally, I think lowering exp requires for first 10 levels is a bad idea. Especially for the first 5, which I already can get to in within an hour. Ok, I'm an experienced player, but the mechanism for this isn't that hard - if you clear out the newbie dungeon, that gets you level 3-4 right there. 4) Given where this discussion is, I think talking specific numbers or use of what variables to use is premature. I think first we need to decide what the general idea for skills should be. 5) While not writing new code may be desirable, I think trying to avoid that in all cases in wrong if the way to do it makes things even more convoluted. There are some parts of the game that are so basic that they should be in code. 6) While the idea of skill attenuation has merit, if it is done, I think the cast of going from no skill to beginner to medium to expert should all be the same (eg, 1 gem in each case). If you make going from medium to expert cost 18 times what it would take to just learn a new skill, the end result is that probably most all characters will just get basic in all the skills, and if they get enough gems, make some of the medium, and probably make all of them medium, and then perhaps make some of the expert. I say this for a few reasons - unless the max level for beginner is very low, getting to level 30 is going to be sufficient for most aspects. And having a bunch of choices in terms of spells or attacktypes is almost certainly going to be more useful than being really good in just one or two skills. that said, the main issues seem to be: 1) Starting skills - still have classes that determine skills, or completely customizable 2) Gaining new skills - get one every X levels, quest completion, completely fixed based on what you start with 3) Skill particulars - max level allowed in some skills? Different rates of gaining exp in different skills (attenuation?) Linked skills (gaining exp in one skill means you gain some portion in another related skill) 4) Number of skills - how finely divided should the skills be.