This is how I want to work the experience system. I am going to treat Skills, Stats and Magic in three different posts, not because there are different rules but because the way I envision them being handled is slightly different.
As characters get there cultural background ranks and their 1st level development points to spend. The standard rule is still in place saying you cannot buy more than 2 ranks in a skill unless it is starred like a language skill or moving in armour. So a first level character entering play will have no more than 2 ranks in their primary weapon. Their total skill will be made up of Skill + Stat Bonus + Professional Bonus.
In my variant Stat Bonuses, being additive rather than averaged will be higher and I have scrapped the Self Discipline penalty for the elves. so I accept that the characters stat bonus will be higher.
A starting character should typically have a starting OB of about 40-ish but a skill bonus of only +10 from the two ranks.
Depending on when and how you choose to give our experience, I know this varies from GM to GM, you ask the player to roll a d100 OE against every skill they have actually used or explicitly practiced (more on practicing later). If the player rolls greater than their current skill they gain a rank in that skill.
So in our starting out player example a roll of 11+ would give a free rank with that weapon.
If the player simply puts a small tick against each skill that they use and get at least a partial success in those are the skills they get to roll against.
In this way the allocating of experience take only a couple of minutes. There is no allocating of development points and trying to balance your budget. There are also no sudden leaps forward in power.
What also happens with this system is that the higher someones skill the harder it is to roll above that number so their progression slows. I am retaining the deminishing returns so the first 10 ranks give a +5 and then the nesst +2 and so on but the system is naturally balancing so that the higher your skill the harder it is to learn and improve.
On the other hand under standard rolemaster you could buy a single rank in a skill use it every day, ten times a day and never improve if the player doesn’t devote DPs to improving it. With my system every skill you use gets that chance to improve.
What you lose is rapid skill development but you gain more rounded characters. If you allow characters to roll this skill rolls more often than you dished out experience points then the speed of progression is about the same.
The only skill that does not get rolled this way is body development as that is covered in my next post, Stat Gains.