Right, i could post this in one of those threads about adding more realism to progression, eliminating power-leveling or whatever, but no, not really. This is an idea I got after merging my old one with some ideas I\'ve seen on various threads. Various, meaning I can\'t go around and post my idea of improvement on multiple threads, as if I tried to enforce my opinion upon others. So anyway, here it goes.
Everything starts with power-leveling. Heck, I\'m not even all berserk against it, basically because power-levelers don\'t annoy me all that much. People fighting on arena or hunting in wilderness isn\'t really something I\'d call \"ruining of role-playing environment\". So that\'s not such a big deal. Only that role-players are practically enforced to do it themselves if they want their character to keep the reputation of defender of the weak. Not so much of a defender of the weak, if some rookie who appeared in the realm just few days ago can beat the hell out of him. So someone who wants this to change, has to spend more time fighting monsters and possibly quit job or school or maybe divorce to get even more time. But I think that\'s not the point. People should have equal enjoyment out of playing such game, no matter how much time they have to do so. And think about people who have two (or more) characters... Instead of both progressing kind of equally fast, one of them suddenly slowed down because the other appeared in the realm. Oh yes, the realism. I actually have this problem myself. I simply dropped the idea of making second character, because I don\'t even have much time to play the first one.
So how about this: Characters would get exactly same ammount of experience points each day, only have them differently alocated. How? Depending on the diagram of used skills.
If we assume there are only 5 skills (Light Armour, Swords, Dark Way, Blue Way and Axes) then it would look like that:

Let\'s say
Light Armour = 25%
Swords = 38%
Dark Way = 19%
Blue Way = 9%
Axes = 9%
And let\'s say someone has 1000 experience points.
This way in the end the character has.
250 points for Light Armour
380 points for Swords
190 points for Dark Way
90 points for Blue Way
90 points for Axes
Which then would be converted to respective levels.
However, there are ideas about making it so characters will lose levels in skills they don\'t use. It can be cared of here as well.
Just make it that on first day character gains (for example) 1000 points, on second day 990, on third day 980 and so on. This way not only unused skills would reduce their level, but also character eventually would get to the stage when he/she/it can\'t progress any longer (with actual exceptions, which cover another idea, but that in a while). Quite frankly, character shouldn\'t grow in power to infinity. And still the levels would change after that (some growing on cost of others). Another problem solved.
How points turn into levels should be as it is now. The higher the level, the more points you need. With only difference that it should depend on race, also. Eventually it would be impossible for a dermorian to get to same level of body development as a well trained Ynnwn. Or just damn hard.
And back to the way of progressing beyond the normal limit. Role-playing, of course. You know the way adventurers are supposed to gain higher levels than the simple commoners in various tabletops? It can be made like that in here as well. Basically quests (and possibly other role-playing events) could give a decent number of experience points as well. This way you\'d have easily implemented \'role-play to experience\' system, which would pretty much encourage various forms of role-playing among the players. And there\'s just no freaking way a power-leveler would progress faster than one of those. Quite contrary.
Hmm... and one more thing. Old idea, actually. From Pogopuschel, which then was merged with my magic skills diagram. Don\'t know what happened with it after it was taken by the devs, but I\'ll just use it anyway.
Stats limitating skill levels. Max possible level of all skills would depend on various combination of stats. I guess it would be easiest to just show examples:
Max level of:
Swords = 2/3 Strength + 1/3 Agility.
Axes = 2/3 Strength + 1/3 Endurance.
Daggers = 2/3 Agility + 1/3 Strength.
Light Armour = 2/3 Agility + 1/3 Endurance.
Medium Armour = 1/3 Agility + 1/3 Strength + 1/3 Endurance.
Heavy armour = 2/3 Strength + 1/3 Endurance.
And so on; Same for mental skills.
If certain skill would go above such max level, then it would simply have to wait until we get our stats high enough. Not sure how stats could be raised, but whatever it may be, I would prefer likewise time friendly idea.