So this is what I use in games of Talisman with my group, thought I'd share it and see what other talisman fans think.
The original static points system didn't make sense to me from a character progression perspective or from a pacing perspective.
The pacing always seemed to be a little too slow at the outset, and completely out of whack by the endgame. The lategame situation where a player draws a monster/spirit card, doesn't even need to roll to defeat it, and automatically hoovers up a new point of craft or strength was dull for the player and duller for everyone watching.
At the moment I'm trying out a system a little more in line with something like D&d. Everyone starts at level 1. To progress to the next level, you must accumulate that number of trophy points - ie, 2, then 3, then 4, then 5.
Players will find themselves gaining the first 5 or 6 levels quite quickly, making for a pacey introduction to the game. However, when you are getting to level 10+, suddenly hoovering up creatures isn't the most cost-effective way of building a character up to take the crown of command - you'll have to look for alternative solutions, and forcing PvP encounters for juicy +2 stat items suddenly becomes much more attractive.
It also helps to level the playing field a little, preventing players from completely running away with the lead and leaving everyone else envious in the dust.