Unless the character is being created to fill a very narrow role, and low improvement over time is acceptable, it is actually generally better to start with as many important skills (that is, those one wants to be eventually good at) at 50% as possible. This gives significantly better returns for improvement over time. So, I disagree that "value of points spent increases as the level of skill they are spent on increases". Taking into account improvement over say, 20 or 40 sessions, one see that the opposite can quite possibly be true. A character with a 90% in Firearms(HG), Firearms(R/S) and Fighting(Brawl) will be very effective in combat - but to get those 90%s they have to sacrifice alot of their long term improvement in other skills. In CoC not all skills are equally important - but there are a core set of very important skills, and these are too numerous for any starting PC to dominate them all. My strategy is to get 50% in the critical ones, 30-40% in important ones that I will likely get to attempt often. In 20 sessions, assuming I get to attempt each exactly once per session, 50% --> 75% - which is pretty spectacular, in my opinion. Of course this is only a rough estimate, as it depends on how often on gets to attempt a skill per session. But, there is no denying that 50% in a skill maximizes the rate of skill point increase for a skill that is attempted once per session (that is, x(1-x) peaks at 0.5). As a keeper, I'd let people do whatever they want with their skill points - those who make the mistake of over-concentration will pay the price eventually - its a trap. The people who over-concentrate their skill points at creation are trading long-term glory for short term glory, with the former going on potentially forever. If one gets to attempt a skill more times per session (m), this effect increases: (1 - (1-x)^m)*(1-x) peaks at approximately 42% for m=2, 37% for m=3, etc. There are atleast two mitigating issues - some high rate of success - higher than optimal for total max skill points as a function of time - might be required to keep the PC alive, and some skills are rarely used but success is critical when they are (example: Throw). However, coordination during character creation by the PCs can usually have these distributed among the entire party, so taking a higher than optimal starting value in one or two would not be a problem for the overall strategy. As for investigators being "normal people", that is entirely up to the player of that PC - as long as they are forced to abide by the total skill points available. I'm a strong proponent of player agency - I say let them do what they want without unnecessary extra restrictions.