Matt Miller
The most basic type is a linear sequential: Go up a level, get the next ability in line. Second most basic is a tiered list: New level-->pick from a list; some options have requisites. The third type would be a 'tree' or 'lattice', with dependencies clearly laid out. A fully developed lattice leads to something like the FF square grid, which has graphically displayed dependencies, and branching options. It's really cool, but a PAIN to create. Fifth option would be a currency system, which is simple to create, but painful to balance.
Rob Hicks
the FF-style ability grids were tasty, but there are board game equivalents that do this well. Several very heavy euro/civ/4x style board games use player boards that create ability trees and such as you play through the game.Matt Miller
There are issues with both representing and tracking that much complexity in a non-electronic format. It could be done, but not easily. Is is so much better done in an electronic format that doing it in in a table-top format is foolish?
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