As mentioned in the concept post, it allows players to combine and create a skill of their own. They can name it however they wish, not offensively of course, and most important of all, the kind of skill they want to have and use in a game.
"... you feel like there is a power within you. You need to spend time, alone, and train to unravel it..."
Despite that, I do not think it is appropriate for a player to fully unleash the potential of the skill at the start of the game. Instead, a series of checks and progress would be implemented, to ensure that the power of their skills are in tandem with their appropriate level.
Imagine that a player had picked out the combination they like, A. Those combination are made up of components, and depending on the effect that the component can affect, they are given a certain number of points. Now, A costs 50 points.
These points must belong to a group that is hard to be obtained. A player should not need to go out of his way to get them and finally, must be given a trade off to choose, as the underlying game principle is based on that.
So, let's call it Super Points. This Super Points is so useful, that it can also be used to gain new attributes, learn new skills etc. It is superior than general points.
The only way that I can think of to get those Super Points, which fulfills the required criteria, is through level ups. I decided to make levels to be something that has to be achieved. Assuming that a player has the required experience points, he would now need to undertake an exam, by upon completion, he would get to increase his level. Along with that, Super Points are given. With these points, it is up to him to spend it to gain more attributes, or learn a new skill, amongst other things. It is because with the leveling up, other points such as general points are also given. Thus, the trade off exists.
Back to the Birth Skill, A needs 50 super points to be learnt completely. Let's say it is made up of components that requires 25 points, 15 points and 10 points. The player would need to 'invest' 25(max of all components) points into it. Then the game would randomly choose a component to be learnt. Assuming that 10 points was used up, then the 15 points unused would remain until another 10 points is 'invested', providing another chance to get another component.
This way, progress is made.
However, if a player decided that he needs to change the components. He would first need to acquire a component, before he is allowed to change one other component to which he desires.
Finally, upon mastering the birth skill, he can proceed to build another skill, but that chance can only be given when he 'invests' the total amount of the original birth skill. Upon meeting that condition, the points would be traded for an additional slot, and the process repeats again.
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