Evil Psychologist wrote:House rules are house rules but isn't that kind of dipping into what you were trying to get away from in the first place?
I tried something like what Lee is trying a few years ago and it backfired. Since they never had to look up the rules, the players stopped understanding what the skills were about, and as a result became even less involved with making detailed characters.
Now, you'd think this would work even for hack n slash, but when you have characters asking if they can use their electronics skill to program a computer, it really slows down game play, because nobody knows what they can and cannot do.
Also, the experience point tables are different for a reason. If you start everything at first level, and your Vagabond and your Dragon hatchling progress at the same rate, then by level five either your dragon player is going to be bored silly or your vagabond is gonna be a fine red mist, because the levels aren't truly reflecting a learning and growing process. The dragon progresses more slowly because many things are easy for someone who is of a more powerful species than they are for a human being or simple D-Bee attempting the same things. If they stay on the same path, then the Dragon should be at level 3 or 4 when the vagabond is at level 6 or 7 (at the least).
The reason D20 can use this system, is that in many of the D20 games, everyone is human power level and the classes are much more technical in their layout (as opposed to Palladium classes, which are very free form for power level - they are written as a literary excercise first, and then given powers and abilities which may or may not make them munchkin).
I would say the one thing he could keep is the making the level advancement all 5%. I've never been able to really justify the +3% for one skill vs. +5% for another, especially if the skill with +3% you use twice as often as the one you would get +5% for. Of course, it's also why I am using the current system I mentioned above.