Skill advancement doesn't feel right

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Ar Kayon:
What I meant is that d100 was literally two d10s being rolled; there wasn't any more complexity in the rolling itself. 

I'm trying to understand what you are trying to do with your system.  What you're saying is that you roll to determine if you improve in skill?

Ar Kayon:
Also, you mean to say that every time you make a skill resolution check, you also check to see if you gain experience in that skill (ala Morrowind/Oblivion)?

Ar Kayon:
Finally, if what I'm assuming is correct, then a bell curve can be achieved with the d100.

If your success rate is 20% and it takes 2 marks to improve in skill, then it takes on average 10 rolls to improve.  If your success is 50%, then it takes 4 rolls.  Therefore, all you would have to do is increase the marks required to attain the bell curve on higher success rates.

Finarvyn:
1. I'd stick with 2d10. You like it, the rest of your game system is built around it, stay with it.

2. Make skill advancment less frequent. Don't check to improve each time they succeed, but instead check at the end of each adventure or at any major stopping point.

3. If the advancement roll has to beat your current skill roll, then it gets progressively harder and harder to advance. That's a good thing.  For example, a person with a 10 skill can roll 10+ on 2d10 roughly half of the time, but a person with 19 skill can only roll a 20 one percent of the time.

johnthedm7000:
Just to put my .02 credits (or universal earth currency, or cents) in, one thing I think that could be productive is if you just vary the amount of time before you get a roll to "mark" a skill. Perhaps you could break skills into categories such as "simple" "demanding" and "complex" and base the amount of time that you have to use the skill (whether through training or "field experience) before you get to roll to improve a marked skill on what category a skill falls under. The possibility of having certain skills require multiple marks is also a good one, and one that makes a character's aptitude at the skill really impact how quickly they learn it. The multiple mark method could also use skill categories divided by complexity. Perhaps simple skills require 1 mark before you get a roll after a week of game time, demanding skills require 3, and complex skills require 5 marks before you can roll to raise them.

If you wanted to make things really granular, you could even combine the two suggestions. A skill might have a varying number of marks that it has to achieve before you get to roll to raise it, and it might take a varying amount of time after those marks have been achieved before you can make the roll. It'd be detail-intensive, but would allow for a great deal of realism, and might help you eliminate that problem of all skills being learned at the same pace.

Another completely unrelated idea that I had is the possibility of rewarding characters who get more marks on their skill than necessary. Perhaps if a character earns more marks than are necessary to raise a skill, he gets a bonus to the "learning roll" equal to the number of marks in excess of what was required?

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