Changed Experience and EL System
So as to avoid the necessity of keeping track of how much damage each Character has done to what CDF/MEL with what weapon/spell and the paperwork involved with keeping track of partial expertise I propose an alternative and simpler system.
Each time a (skill use / an attack) is successful the player makes 1 Learning Mark (basically a checkmark) next to that skill (a partial success or an attack doing no damage counts only as a Training Point marked using a T). After the encounter is complete a player may decide to have the Character attempt to learn any skill thus marked in the encounter. Alternatively the player may choose to save the marks for enhancing the chances of a future attempt to improve the skill.
These marks can also be acquired through training. Each day of training may produce one to three training points (1 using self study, 2 if with a book or instructed, 3 if with both book and instructor). These training points convert to learning marks as follows:
If the skill is EL1 (EL9 if an 'or 80' skill) or less than each training point converts to 1 learning mark. For higher ELs the current EL is the number of training points required to equal a learning mark. For 'or 80' skills this is divided by 5 (RD). Partial Successes count as 1 training point.
EXAMPLE - Thus Arcus upon first trying to learn Heavy Sword would only need 1 day's self study to have a chance to learn and improve his Heavy Sword skill. Later when he is EL5 he would need 5 training points (or 2½ days instruction) in order to have one learning mark that would give him a chance to improve to EL6. Had Arcus been trying to improve his Seaman skill (an 'or 80' skill) when it was EL42 he would need 42/5 (RD) or 8 training points per learning mark.
When a Character attempts to improve in a skill all Learning Marks for that skill are counted and erased. The first mark allows a learning chance percentage equal to Current Maximum skill minus Current skill for 'or 80' skills, or (Current Maximum skill minus Current skill) x 5 for other skills and spells. A bonus equal to the Character's IB is added to this percentage chance. Each mark past the first improves the chance of learning by 1%. Rolling a 1D100 less than or equal to this percentage brings the Character's skill up to the next EL.
EXAMPLE - Arcus with a Current Maximum in Heavy Sword of EL7 would have a (7-4) x 5 = 15% chance to go from EL4 to EL5 if he has and uses 1 learning mark in Heavy Sword. Assuming he has an I of 31-50 he would add 2% bonus to this chance. If since his last learning attempt he had acquired 7 learning marks Arcus would have a +6% for the additional marks. Altogether he might have (7-4)x5 + 2 + 6 = 23% chance of improving his skill in Heavy Sword to EL5.
A Character may end up advancing past their Current Maximum. In any skill that this is the case the skill is subject to degradation. Each month that such a skill is not used roll 1D100. If this roll is higher than the EL for 'or 80' skills or the ELx5 for other skills then the skill gets EL/5 (for 'or 80' skills) or EL learning marks that can be used after the next use of the skill. However, the skill has degraded, dropping by 1 EL.
Encounter Experience
CEP/MEP are calculated for each creature as before, however the allocation should not be strictly concerned with how many points are inflicted, but should be more roughly allocated based upon the referees perception of the value of each character's participation. A Character's luring a creature away may be more valuable than another Character's infliction of a wound to the creature. Again simultaneous blows may yield 'extra' experience.