I have said it before, and I'll say it again: I like RuneQuest 6. However, I do not like the idea of Experience Rolls. I do not think it's a good idea that one player could see a lot higher Skill increases than another, even though they were both rewarded with the same amount of Experience Rolls.
I've handled this by converting Experience Rolls to Experience Points. Say that the average succesful Experience Roll grants an increase of 3 (if using 1D4+1) to a skill. Instead of giving the players Experience rolls I just figure the amount of Experience Rolls that would be reasonable for the situation, multiply that by three, adjust for nicer numbers and give those points to the players to distribute amongst their skills as they see fit, within reason. I've also put in an increase cap: a skill can only be increased by 5 points (5%) each time.
Furthermore, at skill levels above 85% it costs 2 points per point of increase, and at skill levels above 100% it costs 3 points per point of increase.
We've also played around with marking each Critical Success or Fumble rolled for a skill. Each marked skill is then rolled as for a Experience Roll: roll over the current value. If that succeeds the skill is increased by 1%, if not nothing happens. For Combat Styles you need 5 marks before you can roll.
What do you folks think about this? Any huge flaws that could be easily remedied without going back to Rolls?
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