Attempt 1

Since you used to get 1 feat, 1 power or skill, and 1 ability score point per level, you're now getting 40% more points. Wtf?

Well, powers are more numerous but less expansive. Many require you to spend BP beyond the first one to really unlock all the goodies. For instance, Minion only gives you one minion; gaining more minions requires more BP.

The new skill mechanics means you won't fall hopelessly behind in skill checks if you don't spend a lot of BP on skills, nor can you blast hopelessly ahead by spending a ton on them.

It is certainly possible to eschew skills, feats, and powers and just have absurd stats. Welcome to monster-land.

Attempt 2

So the BP thing isn't working for me. I mean, gain one level and suddenly you can master 5 powers? Or gain +5 strength? Nah.

But 1 skill/level feels anemic in 7.5, let alone with 5x more powers. So, ideally, how should scaling work?

How scaling ought to work

Ability scores

Should have decent customizability at level 1, and advance slowly but surely. 7.5 does this fine.

General skills

Should be able to specify a few skills you're good at, maybe a couple you're kinda good at, and sod the rest. The relative numeric differences should scale linearly with level. It should be possible to add a few more skills over your career, but not many.

7.5 actually does this pretty well for low-magic types, if slightly on the anemic side. For high magic types, it's hopeless. You'll be making some hard compromises.

Powers

This is probably the most sensitive one. You should have a very small number of core powers at level 1. Over time, you should be able to spread out somewhat, but this should come at a cost: a level 20 specialist needs to be head-and-shoulders above a level 20 generalist in his special area.

No version of System 7 has been particularly good at this. Most scale linearly and cap fast; the longest scenario for "instant mastery" is 5 levels (7.5 at rank 5+), but in practice, it's usually possible to master a brand new power in 1-2 levels. Thus, generalists win.

This would seem to be because BP/SP investment in powers only factors into gating, not raw power. If you want more Mana, more damage, etc, that's a totally different kind of investment--which, of course, factors into all powers equally, so chalk up another win for generalists.

An obvious solution might be to transfer most of the raw numbers into the power skill, and let the player invest however much they want. If it's only possible to max out 4-5 skills as you level, and you have 2-3 general skills you need maxed (e.g. Spellcraft and Willpower), then you could only max out 2-3 powers. Any more than that, and you'll be making compromises.

The immediate counter-argument is that we can't let numeric balance slip across the levels. In other words, if the specialists are rolling +17 at level 11, then the monsters are balanced against that, and so the generalists will suck if they're rolling +12. This is the logic of post-TBC WoW or System 6: hybrids shouldn't have a raw numeric penalty. Then again, that kind of logic is really hurting specialists in both WoW and System 7. The former has no easy solution, but we do: Focus.

Focus has made it possible to close the gap in numeric contests. So yeah, the generalist can match the specialist's DC and damage figures...occasionally, and with great effort. The rest of the time, he's going to lag behind, and that's the cost of being a generalist.

So how would this work? The current skill formula doesn't work anymore, since all levels of investment have the same flat +5. So, back to direct investment. But, should it be 5 ranks? 5 ranks tends to be too many for gating purposes (3 works better), while obviously too few to map to a d20. If we defer gating for a moment, suppose we go back to 1 SP = +1 to the check. Then we just need to decide how many skill points is the right amount per level, and we're pretty much good to go.

So what happens to built-in abilities? Well, for general skills, anything at level 1 that scales with rank ought to be able to scale with skill points; for example, Agility could grant Jump 1 per 2 SP (formerly 2 per rank), Tumble 1 per 5 SP (formerly 1 per rank), and ignore one die of falling damage per SP (formely 2/5/10/25/50 by rank). As for other abilities, that falls under "gating".

Gating

This one is tricky. You can't give PCs too much at level 1, or there's no reason to level, but if you give too little, they just won't want to play at that level.

From my own experience, the effect of gating seems to be:

This is a problem, because every intuitive solution to gating is basically about distributing the total array of all possible powers across the expected leveling spectrum (i.e. 1-20), which fails to take into account that the ideal power level may not actually be level 20.

Skipping a whole lot of transitional explanation, here is my conclusion on that:

This contradicts the previous (unexamined) assumption that all characters have their eye on level 20, regardless of when they start, and might further explain the statistical anomaly that games starting at level 10 are more likely to succeed than those starting at any other level. Naturally, it goes a long way toward explaining the common scenario of games starting at level 1-5 petering out at level 11-15 despite the campaign not being over.

The Ten Level Horizon makes a lot of sense. By the time a PC creates their first character, they've absorbed hundreds or thousands of hero's journeys from books, video games, movies, etc. We know how much growth feels right. Luke Skywalker starts as a farm boy, and rises to become a Jedi Knight capable of (barely) defeating his father. Even then, he's no match for the Emperor. Lina Inverse starts her story casting the most powerful black magic spell known to mortals just to kill one lousy dragon. She's obviously headed for epic territory.

The Saga form of gameplay embraces (however unwittingly) this phenomenon. The first chapter spans one ten-level horizon, culminating in a major victory. In order to move on, there must first be a break: some time passes, during which the characters have time to digest their experience and emerge fundamentally different, and also during which some new conflict emerges, thus leading to the next chapter. Rinse and repeat, and it's off to epic-land we go!

So what does this imply for gating? Something similar to 7.6 Gating perhaps. TBD

Attempt 3

Basic rules:

Skill points work as follows:

Techniques

Purchased just like powers or skills, but non-magical.

Fighter

Sneak Attack

Feats

Feats are more rare and powerful, combining a bundle of abilities and traits. Most 7.5 power feats are rolled into their respective powers. Feats can also be used to establish core combat styles.

See 7.6 Feats