Well, disarming traps skill I can see being done. Just use the Karma statistic, and make a conditional when disarming a trap that checks to see if the skill is greater than the number simbolizing the trap difficulty.
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For instance, I want a skill system where you get x points per level to spend on improved weapons/new spells/new combat abilites/
Well, lets see. yes, you could make it that he gets a skill every level. Now, for experience points being used, sadly, if you are using Karma as a statistic for traps, it would be a little difficult, You would have to modify another statistic, which isn't too desirable. For instance, to make it real easy to "purchase" spells, you could use gold, and then transfer them to a shop at each level. However, most likeley you will be using gold for it's original purpose. Another thing you could try is save a global for "total experience", since lowering the REAL experience statistic may lower him a level or slow down the experience gaining process.
Is CS worth it you ask?
I don't know about any other people on this board, but I think so. I have spent many hours enjoying the wonders of Coldstone, making lots of different kinds of games. Realtime RPGs, a Grand-theft-auto type game, and even a Mega-man like game. All you need is to have patience, and not think tha everything wil be done very soon, and without difficulty. Which seems to be the problem with today's society. Well anyway, setting that aside, my opinion is... yes.
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