rtcvb32: That might be good. I'd probably also go automatic, possibly automatic skill selection. Improvement based on usage or play style, but you can adjust at a safe place like resting.
Really depends on how in depth you want to do. There's also the option of no leveling at all. Improvements are gotten through equipment, or just raw skill (
Armored Core is this way, exception if you do so terribly for so long you will get a permanent upgrade as a NG+ bonus).
Darvond: Well, systems like that have been tried, Final Fantasy 2, and SaGa, but the problem quite simply being that influencing character growth was a matter of RNGJesus, with no stat influence outside of class. (So you couldn't tell if you were about to proc a new level of stamina or something.)
It's not pure randomness, as there are ways to influence this. For example:
* Quite often, lower stats have a higher chance of increasing, particularly when fighting stronger opponents. (For example, in SaGa 2 if your human has never used magic and is fighting endgame enemies, using a spell as their last action will probably lead to a magic power increase. Or, in SaGa Frontier, if a low HP character survives a high level battle without perfofrming any action that has a chance of raising another stat (a situation that's quite likely with that one mermaid mystic), the character is *guaranteed* to gain HP.)
* Some of the SaGa games have a hidden "luck" value. This increases when stats fail to be gained, so that the player doesn't get starved of stat gains for too long, and drops once the stat finally increases. (I'd actually like to see games use a system like this for rare drops.)
* Wizardry 8 does something like this for skill increases, though you need to pass 8 checks to gain a point in the skill, smoothing out gain somewhat. On the other hand, Wizardry 8 also has conventional leveling, and at level up you get some points to distribute to skills. Wizardry 6 and 7 have a more primitive version of this, with only some skills increasing through use, but in 8, every skill can increase this way.
* Elder Scrolls handle skill growth deterministically, and without any catch up mechanism (maybe there should have been a catch up mechanism?). To improve a skill, it must be used a certain number of times, with no RNG involved (aside from Morrowind (not sure about Daggerfall) requiring the skill use be successful
Also, the randomness of this style of growth is more acceptable to me than random stat growth in conventional leveling, because with conventional leveling you have a limited number of level ups, with leveling up becoming harder the higher your level is. On the other hand, growth by use only becomes harder when the skill actually improves, and doesn't become harder when a skill fails to improve. (In fact, once can design the system so that further improvement becomes *easier* when the skill fails to improve, and I'm thinking of doing just that for the RPG I'm making.)
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