There are 3 methodologies for earned skill points:
1. These are given as a reward for completing a mission. The number of
points are based on the overall and/or individual demonstrated level of
success. This is given regardless of previous level so high level characters
continue to advance at the same rate as low level. This is very popular
among high level characters but almost eliminates any chance of low level
characters catching up.
2. Any skill used is allowed an improvement check. The chance is 100-skill
percentage (or 20-skill level). Low level skills will almost always improve
while high level skills improve slowly if at all. This is a more
realistic/organic method but it can cause dissatisfaction among your players
of high level characters since they see little improvement (unless they take
new skills). Once the level reaches 95% there is a flat 5% chance of success
so levels above 100% (20) can be achieved. If skill levels seem to be
advancing too quickly, reduce the amount of the reward (1% instead of 5%).
3. Training - any and all skills can be improved by a training regimen
under the supervision of someone sufficiently superior to the student. This
would primarily cost time in the case of B13 which would be both the time to
teach the student and the time the student must wait depending on the
availability of instructors.
BTW, in case you didn't notice, all methods eliminate the current
experience levels and award system.
Copyright 1999, Outpost Games.

Note from William Travis :
My group currently uses system 2 with new skills being gained by spending skill points earned from leveling.
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