SF 2000 rules

Just curious if anyone has used the SF 2000 rules for star frontiers. I'll confess up front I'm a hater of the original skills system and was disappointed with the lack of ship skills in Zebs but was delighted when I found SF 2000.<br />Though I wanted to tweek them already on my first reading- I ended up moving some of the PSAs around a little and tweek a few that I didn't move then did cut and paste to get all skill descriptions into the document as it only had the skills new to that document then edited the Zeb skill descriptions to make them match the AD resolution system. <br />So my campaign has run on AD resolution system, SF 2000 skill rules (modified) and we've had 3 prequel adventures (travelling to Truane's Star and a bar fight scene) and we're about to enter the caverns episode of SF-0 <br /><br />What I've noticed with the SF 2000 rules is that I think the experience cost for skill is too low. For instance one of the PCs is already up to lvl 4 with a weapon skill. and we haven't even gotten to the quickdeath yet!<br />The formula is skill level equals the exp required for it or 2x the skill level for skills outside your PSAs. Hence this PC has spent only 10exp and is now level 4 with his weapon skill. Compared to a AD rules character spending 10 exp its a big difference! He could be lvl 6 with that skill before we finish SF-1 <br /><br />I'm thinking that the exp cost should be double for those rules to slow down the PCs: 2x the skill level to buy an in PSA skill and possibly 4X or 3x the skill level to buy out of PSA skills. this will make PSA choice more important as the cost involve wont be so cheap. and with higher cost the players may actually see a value to putting exp into ablility scores as well.<br /><br />has anyone else noticed this quirk with this rule set?

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