I agree with a lot of the takes here, particularly the ones around the impact of XP spend mechanics on neurospiciness.
I’m also one of those guys who really hates someone coming into a scene with a 2 Firearms and then suddenly having a 4 when they find out that shooting a gun is critical to the scene.
I’ve previously been of the opinion that setting your cooldown to about the frequency of XP drops (on games where XP is a weekly/monthly/daily/whatever occurrence) was the way to go, so that people could keep up with spending their weekly XP as it came in, but if they wanted to store XP, they couldn’t bank a bunk and plop it down all at once during a scene. But, as mentioned above, that runs into problems with ADHD and other neurospiciness (it’s not great for my OCD either because I feel like I’m “slipping” if I don’t do it at the same time each week, because I can’t ever get the hours I lost between the cooldown ending and my actual spend back).
I’m now coming around to the thought that (for FS3), the solution may be a 1-day cooldown for weekly XP (and a high XP pool cap, like 20ish). So yeah, someone can pick up a brand new skill (for 1 XP) or go from 1 to 2 (again for 1 XP) during a scene if they want to, but they can’t jump from 5 to 6, say. But if they’ve forgotten for a couple of weeks, they can go back over the next week and spend that XP one per day, and unless they’ve really been ignoring XP (like for 5 months), they won’t actually lose the XP. Should help out with the feeling that you need to “keep up” because if you forget for a couple of days, you can just spend immediately and your cooldown will be over before the next XP is given out. There’s still some waiting if you’re way back, but it shouldn’t be as impactful if you can spend XP every day if you’ve got a stash instead of having to wait a week.