I'm still keeping a rule of my own design in my game, as long as we're talking about character growth.
I call it: Drawing On Experience.
It's a simple rule, and it rewards "intangibles" in a game session like great ideas contributed to the session. It's also a way to reward exceptional role playing a player may do.
Here's how it works:
Whenever a player does something "worthy" of a scooby snack (an experience point), I give it to him, right there, right then.
Say a character roles plays and incredible encounter with an NPC that changes the course of the game session, to the delight of all. Well, that's worthy of a point. Slap it on him.
Or, maybe a player comes up with a brilliant idea that saves the party. Give that man a cigar...and an experience point.
Look at the character sheet in my sig. See the XP box just to the right of SOC? That's where I record these points.
But...what good are XP? I don't use them for character skill improvement. That's covered in the Book 1 and Book 4 rules.
Well, XP are good as a roving DM the character can use to help himself out in time of need. I'll show you in an example.
Let's say Roeson has 13 XP. Over the last few game sessions, Roeson's player has managed to rack up 13 XP from his role playing encounters, ideas, and other positive contributions he's made to the game and the enjoyment of all.
Well, let's also say that it's important for Roeson to get the ship's jump drive fixed so that the ship can make a tactical retreat from the multiple Vargr Corsairs attacking it.
Roeson needs to make an Engineering roll. He wants to use every DM he can, because success is important, so he decides to draw on his experience.
Basically, all he does is roll 2D. The result of the roll is the number of XP it costs to allow Roeson a +1 DM.
So, Roeson has 13 XP. Let's say his 2D roll is 4. Roeson now has 9 XP, and he can have that extra +1 DM on his Engineering roll.
OK, during the next game session, let's say Roeson doesn't gain any XP from the previous session (easy to do--XP awards are meant as rewards for exceptional, not "normal", play). He's still got 9 XP. Let's say he desperately needs a +2 DM on a roll. Roeson can do this, but he's got to increase the difficulty of the roll (and the cost in XP).
Roeson, in attempting to get a +2 DM, rolls 3D for 9 or less. What you do is add an extra die to the roll for every extra DM you're trying to gain when you draw on experience. So, let's say Roeson rolls 3D and gets a total of 5. That means Roeson gets the +2 DM and has 4 XP remaining.
Later in that same game session, Roeson wants to draw on experience again. He can do this, but if his roll is higher than his XP count, then he'll waste XP with no benefit. Say Roeson rolls 2D and gets a 7. Well, he's wiped out all of his XP and gets no DM to show for it.
GM can manage their games by how much XP they award. I typically award 1 point per impressive player action during a game. Some players will wrack up 3 or so points in a session. And, they can easily not wrack up any XP if nothing they did was particularly impressive (everybody can't be "on" every game session--it's just not possible).
If a player really impresses me, then I'll award 2 XP. It's not impossible, but I don't see myself awarding 3 XP for an action.
Also, I allow players to use the Drawing On Experience Rule before the fact when it's thier rolls they're modifing. So, if it's important to make a shot, the Draw on Experience is done before the attack roll is made.
But, if a roll from another character effects the player character personally, I'll allow the player to Draw On Experience after the fact, meaning they can attempt to put a DM on a roll after it's been rolled.
So, if the PC is making a task roll, then Drawing On Experience is done before the task roll is made.
If the PC has been hit with a gunshot wound from an NPC attacker, then the PC may draw on experience to come up with a penalty DM for the attack roll...that just might change the attack roll into a miss. And, this can be done after th attack roll is made (but before the damage roll, or any other roll, is made). Note that the player may not know the total of the attack roll (and he might know it, depending on the GM), but the penalty gained by Drawing on Experience can be done after the fact--after the NPC attack is thrown.
Also note that DMs achieved via Drawing on Experince can only be applied to a different character's roll when the PC who is drawing on experience is personally effected by the outcome of the roll. For example, one PC couldn't apply a DM to an attack made against one of the PC's friends. The Draw on Experince is only applicable when the PC is specifically involved.
What does Drawing on Experience do?
It rewards positive contribution to the game with tangible rewards in the form of DMs that can help the character from time to time.
It's up to the GM to be stingy with XP awards so that a character's ability to Draw on Experience is rare (otherwise, you might as well raise the character's skills a level).
DMs gained from Drawing On Experience are a one-time-use affair. And, since not every player, no matter how good he is, can gain XP every game session, a PC's pool of XP will be continually depleted as he uses the points when Drawing on Experience.
Drawing on Experience is a nice little reward, or perk, for a job well done and a game well played. And, this reward is immediate whereas the character growth rules (above) all require some in-game time.
S4