Rob Hicks
If I were to do <Mayhem> again, I would have packaged them much differently. Instead of hundreds of minor tricks and abilities, I would have grouped them together in <clusters>. Maybe 4-5 sets of pyromancy abilities instead of 30-40 spells...but granted more flexibility in what those can do. A player who learns a basic flame spell can also throw a rudimentary fireball, and can also extinguish a fire, without picking 3 different abilities. That way there is more flexibility in what an ability can do, and more creativity in application, and less time selecting and browsing very specific spells.
..Another example might be a fencer...<the>.. ability would teach them how to do a lunge, feint and let them use AGI instead of STR, instead of breaking those into interdependent feats or abilities. An advanced fencer ability might include more tricks and tactics <as another cluster>..
..Some of the best moments that we've seen in our games is when players learn flexible interpretation of the rules, and excitedly ask the GM: "Can I try this?!?" When the answer is. "Absolutely! Throw the dice and find out!" Then the result is both creativity, suspense and excitement, which are the best results I think we can get.....This approach would also let players explore new applications of their current skills, rather than waiting to point-buy new ones...
...Another side-effect of this approach is the chance for players to explore the -kinds- of things that their character can do, and learn about it as they go, rather than trying to agonize over every point spent....Makes for a point system that counts in the 10's instead of the 100's.
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?