Posted May 03, 2017
Let's start with a fairly standard skill point system. Each character has skill points which can be used to learn skills and to level up existing skills. Each skill has a cap beyond which it can't be improved (and the cap is feasibly reachable), and some skill levels are prerequisites for other skills. (For example, maybe Party Heal requires Heal level 5, and both skills are capped at level 10.) This is fairly typical, right? (This is how the Etrian Odyssey series handles things, for example.)
Now, our first change: You can deallocate skill points freely. In other words, if you put a skill point in a skill, and then decide you don't want it, just go into the menu, deallocate the skill point, and reallocate it somewhere else. (In other words, you can respec pretty much anytime, except maybe during combat.)
Our second change: You don't get that many skill points. You might get a few when you start, but getting more would be rather infrequent, but that will be counterbalanced by the third change.
Now, our third, and most interesting change: Everytime you use a skill, you will gain experience in that skill. If you get enough skill experience, you will gain a permanent level for that skill; this means that one skill point that you spent in the skill is now free to be used elsewhere. These permanent levels can't be deallocated, but they do not cost skill points, and they do count for every other purpose (in particular, they count for prerequisites, so getting permanent levels of Heal means you don't need to spend as many skill points to learn Party Heal).
How does this skill system sound to you?
Now, our first change: You can deallocate skill points freely. In other words, if you put a skill point in a skill, and then decide you don't want it, just go into the menu, deallocate the skill point, and reallocate it somewhere else. (In other words, you can respec pretty much anytime, except maybe during combat.)
Our second change: You don't get that many skill points. You might get a few when you start, but getting more would be rather infrequent, but that will be counterbalanced by the third change.
Now, our third, and most interesting change: Everytime you use a skill, you will gain experience in that skill. If you get enough skill experience, you will gain a permanent level for that skill; this means that one skill point that you spent in the skill is now free to be used elsewhere. These permanent levels can't be deallocated, but they do not cost skill points, and they do count for every other purpose (in particular, they count for prerequisites, so getting permanent levels of Heal means you don't need to spend as many skill points to learn Party Heal).
How does this skill system sound to you?