Homebrew system help needed
If you want a skill-tree system, you need to consider the particular ways you want players to affect the game world. No system can be everything to everyone, and the ones that try either suck horribly or become hyper-modular nightmares of bookkeeping. Especially when they have point-buy going on or any kind.
Is the system supposed to be good for tactical combat? Then you want to make sure that equivalent effect on the battlefield is priced equally. Is it a social drama thing? Use the size of the social group an xp investment lets you influence as your metric. Kingdom building? Look at well-received board games for what kind of actions are given equal weight to which others.
Around this step, you want to consider whether you want to make it easier to specialize, suggesting narrower character concepts and requiring more attention to party cohesion mechanics elsewhere, or to generalize, which means you'll want to flatten some of the challenge range. Specialist systems have bigger jumps in both power and price at higher tiers of the tree that are bigger in power than price, making it most effective to specialize. Generalist systems are flatter on the players' end as well as the challenges, and you usually want the big xp investments to get you unique and flavorful capabilities, not (just) big numbers.
Then, are there any specific player/character activities you think should be particularly un/common in your setting/thematics/genre? Tweak those to make them just slightly less/more xp-efficient so the mechanics actually support your narrative elements.
This message was last edited by the user at 23:18, Tue 14 Nov 2017.