JoKa: Fair enough... and I don't really have a problem with the skill system myself other than the advancement model. I actually agree with the 'higher the skill gets, the harder it should be to improve' idea (Codex - hungarian RPG, the name similarity is a coincidence
- has a similar system), but there are much better ways to do it than a simple random roll. Make maxing skills take more skill points [obvious], make the player have to do certain things, make it take a lot of time (you want to be a master swordsman? Cool, it'll only take 5 years... or you can only improve it once every 2/3/4/5 levels, etc).. it is generally not realistic to expect player characters to have the BEST sword/spell skills on the planet.
sheek: Not really, since you get only three attempts per skill per levelup. If you get unlucky on all three rolls, you're locked out from improving the skill until the next levelup. Since you didn't get many levelups at all in RoA2 (the one of the three I played the most), I consider this a pretty big problem.
Consider that random skill improvement is an uncontrollable factor that can completely 'gate' your progress (without player choice coming into it).
- I am ok with dying in JA2 to a lucky crit headshot because I was stupid and ended my turn outside cover with a sniper around
- I'm ok with getting into an unlucky random encounter in FO because I set my character's luck to 2
- I'm ok with fumbling a charisma roll in PS:T because I didn't build up my charisma / use possible enhancing items
- I'm ok with the entire party dying messily in Champions of Krynn due to an enemy mage getting lucky with a confusion spell [and me not keeping appropriate protection spells up], I'll just reload the last save
- I'm ok with my BG2 cleric getting 1 hp each levelup roll, I can just use a magic item ("belt of 18 const") or buff spells to improve his hitpoints via the constitution bonus
but
- I'm NOT ok with the game itself telling me "oh, your swordsman is not good enough to improve his sword skill. Sucks to be you!" or "yeah, your magic user uses Lightning and Fulminictus a lot, but you still can't improve it"
My point is simply, random factors entirely outside player control are generally Not Cool, especially when they affect a game in a fundamental way [in this case, character development].
-- Z.