I really want to make hard to level in my game. I always hated the japanese RPG in whose you level every 5 seconds of the game… ! 🙂 I prefer the AD&D approach in which each level is a hard conquest. It makes it more important, like you achieved really something worthwhile and not just “another of those 150 levels” 😀
I’ll treat skills and levels differently though. Leveling won’t mean you can raise your edge weapon skills. A young level 1 fighter could reach 100 in edge w. skill for example, but would have less HP and know less special attack. So it would hit more often with swords, but would take less hits to kill him (since has fewer HP) and he wouldn’t know some really special attacks that I’m defining right now (some with damage over time effect for example).
Of course reaching 100 in any skill would be a rather hard task. So while in theory it could be possible, in practice would be better balanced. More likely for example to have 2 fighter with:
Fighter level 1 – 25 edge w. skill – 15 HP and basic attack moves
Fighter level 3 – 20 edge w. skill – 32 HP and extra attack moves that would make him a tougher opponent in battle
I plan to implement this system even for casting classes.


