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The XP charts are designed with ordinal pricing in mind, meaning little attention paid to how many ghouls you have to kill to get +1 Combat, but a lot of attention paid to the relative cost of Invocation level 2, vs Combat +1.
The broad aim is to remove those 'forced purchases' which are bad.
Some examples:
Charisma raises FP, so there is some danger of players having to purchase Charisma purely for the FP bonus. This would be a bad result, as someone used to playing a rugged warrior should not have to consider switching that character purely because of mechanics.
A fighter with Charisma -3 and a base of 15 FP would have to spend 5 XP to raise FP by 1, but would have to spend 25 XP to gain another 5 FP. This amounts to 5 XP per FP, and improves the number of FP healed per round.
Purchasing the next level (25 FP) costs 45 XP, so the per-unit-cost is 9. At this level the system breaks a little, as characters less worried about their FP regeneration rate may be tempted to gain Charisma purely as a means of gaining FP.
In conclusion, the relative cost of FP vs Charisma removes some, but not all, forced purchases.
For any character with a negative Intelligence Bonus, there may be some choice between gaining a Base Mana of 2 (costing 5 XP and gaining +2 MP) or raising Intelligence (also costing 5 XP but gaining only +1 MP).
After this point, there is no more enforcement. Gaining Intelligence grants +1 MP, so it remains an extremely inefficient way to gain MP. However, it also boosts all spells.
The choice to gain MP (to cast more spells) or Intelligence (to cast spells better) becomes arbitrary until the character reaches a base MP of 4. The next level - a base MP of 6 - costs 20 MP, meaning 1 MP per 10 XP. Gaining +1 Intelligence becomes a forced decision at this point, as it is strictly better than gaining MP.
In conclusion, the relative costs of Intelligence vs Mana is replete with forced purchases. However, these properties will not necessarily inconvenience any players, as character concepts rarely specify 'high magical stamina, low intelligence', or anything like that.
When a character with a negative Strength gains a base of 25 FP, it is cheaper to increase Strength, in order to increase HP, than it is to gain further FP.
The system is mostly successful at low level in removing forced purchases which are bad, but a lot remains subjective. Some will consider it quite natural that an adventurer with so much experience that they have gained a base of 25 FP would want to become stronger. Others will find the results distasteful.
The thing to keep in mind when adjusting these values is which decisions you are forcing players into, and whether or not they would object to such decisions.