Yeah, but if you standardize everything, It makes things dull.
Like, Really dull.
The only reason we even have these precedents to base other things on is because things were not standardized, and it basically guts new characters before they are even conceived of.
We don't need to limit things, we just need more general guideline.
I suggest this,
No skill caps, aside from the obvious level skill cap,
Quadratic growth ends after level 3, so your third level in a skill is the last one where you can increase the basic formula's effectiveness.
Level 4 and onward, you can only add individual or unrelated effects, such as +1d6 bonus damage, Heal health on use, debuff an enemy, ignore 4 RES, and so on.
After level 6, or some suitable level, your skill is applicable for an Ult, a new skill which has less caps, but can only be used after a set amount of turns, when certain conditions are fulfilled, and/or Once per battle, plot, level, or boss fight, or something similar.
So Deep pass would probably get a huge nerf, but then an ultimate version of it could be added which has restrictions on it's use for the purpose of doing the epic shenanigans associated with it now.
Does anybody have anything they would like to add, subtract, or comment on about my idea?
the reason level 4 and onward are so weak is because of the action pumping thing, this way, 3 levels in a skill is 3d6 extra damage at best, or some minor effects stacked on to it to keep it's action economy reasonable if they just POUR points into it after level 3. and it makes it applicable for a stronger version to be used, which gives people the freedom to increase their power level for that ability further.