Sounds to me like this skills thing could be a real problem. I saw the same thing in Dark Age of Camelot with trades. My friend wanted to set up a little electical device which would hit the "F" key every minute to try and build armour or something stupid like that. Apparently his trade was blacksmith and to become better and gain levels he had to craft X number of suits of armour. So that's almost all he did. He travelled around looks for the materials he needed, then spent the rest of the time pressing the F key and watching television. At the time, I only associated the problem with trades, and made a mental note against them, but that was narrow-minded of me. It generally applies to all skills. The game-design rule we can all learn from this is that you should only reward players for doing whatever it is that you want them to be doing in the game. If you want players to develop carpal tunnel syndrome by pressing the F key for hours on end, then reward them for doing so. If you want players to jump around for an hour every night, then reward them for doing so. This is not what we want, so why introduce a game mechanic just because it sounds cool if in practice it detracts from the core gameplay? Too many game designers get roped into this looking for buzzwords to put on the back of the box. Let's not fall into that trap. Let's think of a better solution. It can range from scrapping skills altogether, to buying skills with XP, to buying skills with money, or skills only increasing through real role-playing (but how do we measure that?), or skills only increasing during combat (but do we only want a fighting game?) Darryl