Hi, Erin,
I've been giving this a lot of thought. There are things I like with both versions, and things I'm not crazy about with both versions. For instance, the original version is more flexible because you can choose what you want to improve, whereas in the new version you don't get to pick from the lower levels if you'd rather do that when you get a crit success. I'd like to see a happy medium between the two. Here's what I came up with:
You do your roll for Advancement per the new version, adding your level to the TN (I like this better than subtracting and doing all that other math as in the original). Then, based on your success or failure, you get to choose from one or more groups:
CF: 1 IP to spend on group 1 only.
NF: 2 IP to spend on group 1 or group 2.
NS: 2 IP to spend on group 1, 2, and/or 3, AND GAIN A LEVEL.
CS: 2 IP to spend on group 1, 2, 3, and/or 4, AND Gain a Level OR a New Class. (Increase AdCost accordingly).
Group 1 (all cost 1 IP): 1d6 mana, +1 to class ability, improve a Perk.
Group 2 (all cost 2 IP): gain +1 to a non-class ability (bringing your score up to -3 from the default for starters), remove a flaw
Group 3 (all cost 2 IP): +1 to any of the following: MR, WL, DF, IM
Group 4 (all cost 2 IP): acquire a new perk, sperk, or power.
I was never comfortable with going from -4 to +0 for non-class abilities with the expenditure of only 1 point. Non-class abilities should be harder to improve by definition. With this, you have to spend 2 IP to improve that original -4 by +1. So, to reach +0, you'd spend 8 IPs (if you think this is too harsh, you could move it to Group 1 and it would then only cost 4 points).
Maybe this increases level too quickly for your liking. In that case, you could remove the level gain from NS and only have it at CS, and then swap Group 3 and 4 around so the level-related stuff is with the level advancement.
What do you think?
~October