I'm going to point out that I feel EVE Online has a remark skill development system. Every skill has a level from I-V as well as a rank that goes from 1 to 16. The rank indicates how much skill points the skill takes to train compared to the base training time. So a Rank 1 skill requires 250 skill points for level I. So a Rank 4 would take 4x as long requiring 1000 skill points. Each additional level requires about 5.65x as many total skill points so previously earned skill points towards lower levels count for upper levels. This means that the time to go from IV to V is ALWAYS less than the total time to get to level IV. The net result? You get about 80% of the effectiveness of a skill in about 15-20% of the time it takes to get 100% effectiveness.
Skills provide some boosts to various aspects and stats, but their primary purpose is to limit what equipment you can use and what ships you can pilot and serve as prerequisites for other skills. You get some basic equipment for the skill at level I. It's generally the worst of the lot. The best stuff is reserved for level IV (for the most part) with a few things at level V. It's the prerequisite portion which I feel RPGs can benefit from to diminish overspecialization. While I don't like requiring a skill level to use an item, I am in favor of penalties for using an item you don't have the requisite skill for. My suggestion would be an unfamiliar penalty of -1 or -2. Additionally, specializations would add +2 for the purpose of determining if you're skilled enough for that item. I would say that no item would require a skill higher than 4 (with perhaps a few exceptions).
For example.
Pistols
Rank 1: Walther Secura
Rank 2: Walther Secura Kompakt
Rank 3: Morrissay Alta
Rank 4: Ares Predator IV
If you had a pistols skill of 3, you would take a -2 penalty when using the Ares Predator, unless you had a specialization. By making 4 the normal high for most items with 2 being the baseline normal for most of the decent items, you create an incentive to broaden your skill base into more skills.
QUOTE (Tiralee @ Sep 7 2010, 12:16 AM)

The Lesbian Elf Stripper Ninja is one of the less broken "archtypes" we've had at our table.
Honestly, sometimes I think my playes like to fire up the old "they fight crime!" generator and base their PC's on that, just to make me hurt them.*
*At least, that's what the message on loop says in my dungeon complex.
-Tir
Muhahahahahahaahhaaaaaa...http://www.theyfightcrime.org/ if you're interested. Or sadistic.
Charming.
He's an uncontrollable voodoo inventor with a secret. She's an enchanted nymphomaniac college professor who can talk to animals. They fight crime!
He's a lounge-singing ninja dwarf on a mission from God. She's an orphaned foul-mouthed femme fatale who hides her beauty behind a pair of thick-framed spectacles. They fight crime!
He's a scrappy crooked boxer who hides his scarred face behind a mask. She's a psychotic hypochondriac barmaid fleeing from a Satanic cult. They fight crime!
He's a sword-wielding flyboy sorceror looking for a cure to the poison coursing through his veins. She's an elegant kleptomaniac barmaid with an incredible destiny. They fight crime!
He's an
oversexed bohemian
paranormal investigator. She's an artistic
nymphomaniac opera singer from a
different time and place. They fight crime! <--- Golden
--
QUOTE (Laodicea @ Sep 7 2010, 10:38 PM)

Bioware, creators of Star Wars: The Old Republic MMORPG seem to be under the impression that people will enjoy that. They think that everyone isn't going to roll a jedi of some flavor. I think they're naive.
People's obsession with baby eaters ruins Star Wars. Galaxies -used- to be good when the baby-eater class was rare, time-consuming, and hard to get. When they opened up the class to every joe you suddenly had a bunch of baby eaters running around.
The quality of a Star Wars media is inversely proportional to the number of baby-eaters present in the media.