Rather than using levels and experience gains I would rather use proficiencies like in Romancing Saga or Morrowind. So the more often you use a longsword the better you use a longsword. then if you do not use a longsword for a very long time your skill at it will eventually reach zero again.
so there needs to be two sets of scales, one for mutually exclusive skills and one for independent skills.
_mutually exclusive scales
Cold > fire
science > magic
ranged > melee
fast > slow
healthy > frail
handsome > ugly
murderous > kind
weak > strong
quiet > noisy
chaos > order
Sane > Fluffy bunny
aggressive > Cautious
friendly > shy
smart > stupid
Lucky > calculated
empathic > cold
.. find Nicole's personality test thing and add that.
physical > ethereal
When the epitomy of a skill is reached you become resistant to its opposite rather than weak against it.
as you become more skilled you can unlock special abilities along the way.
Dead > Healthy
being nearly dead effects all stats, most of the time players would be nearly full health
Starving > Satiated
for food, too full moves slow, hungry causes fainting. energy used by completing actions
Parched > Bloated
for water, effects regeneration rates of health/magic, dissipates over time
Sleepy > Rested
to reflect play time for the player, the longer a play session goes the more special events occur, making the game more confusing. But simpler when they first start off.
Expert > Novice
Makes more complex things when you have been playing for weeks.
constructing / repairing
For independent skills you always recall the max proficiency that you have reached. when relearning a forgotten skill there is a bonus to learn until the max proficiency has been reached.
Gaining points in these skills would increase the skew of the damage calculation of that skill type. Also the skew of the attacker is negated, this is then the evasion ability. So when you are really good at attacking with a mace you will also be really good at dodging mace attacks.