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higher level -> you get more points & skills cost more points -> what's the point?!

Exactly.

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What strikes me is the way skills are at both 'discrete levels' and 'continuous' ones. Am I right to assume that strenght, constitution, agility, ... are continuous and 'fire magic', 'reason', 'luck', ... are discrete (the ones you were talking about)? It's funny. It's strange. It's fine by me.

No matter how hard I try, I really really think it is more "weird" than "fine". Maybe I am a to old fashioned and straight RPG player.

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When you become more experienced in some areas you also become better at picking up new stuff, since you can relate it to something you already know (and the more you know the easier this becomes).

I think it is totally true. However, the problem in this demonstration is how "LockPicking" relates to "Fire Magic" or "Charm". I am a very imaginative person, but this is a little to overwhelming for me. Maybe this approach would make sense in case of "category" specific points. However, it is not the case so far. And it discloses yet another design flaw I might talk about latter.

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I believe this change is to combat the problem of players maxing out their main skill before reaching level 10, and then not having much of a direction afterwards where to take their character.
Maybe. This doesn't reassure me, as it proves the system is so weak that they have to create this system to prevent this. Still unrealistic for me. Major/Minor Attributes requirements would make more sense. Then you would need maybe more mental attributes, but this is another subject...

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I think it's working too, because when I reached level 6 and saw that I had at least 2 points now (plus other ones I spared), I did feel like I was gaining more power, instead of just reaching another level.
This is a weird way to gain power, but it really does make sense. This is really an increase in power gain, even if it not very subtil.


Another big flaw in character leveling design is that the specific talent levels gained can't be fine tuned. Its only 1 to 5. So, sure, each point do count, but you can't spare anything without having a big impact on character progression.
Big design flaw, that I illustrate with the following example:
I did not discover this, it is just about a player saying he found weird to gain level 1 in air magic after a conversation choice. So, before, he knew nothing about air magic, and after making a conversation choice, he gained one level in air magic. Now lets say that the player is already level 4 in air magic. So making the right conversation choice will make him level 5 in air magic (from Master to Legendary ?), which sounds a bit to much for just chosing the right answer.
I really think the Trait system is very very good and innovative (reminds me of the "Pendragon" PnP RPG, which I am a GM in), but there are again so far some design/balance flaws to it.



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