One consequence that is not mathematically valid, but is less obviously wrong because of the rounding effect is that it is easier to add abilities. From my "house rules":
ADDING ABILITIES: (ESPECIALLY WEALTH!)
I need a method of increasing wealth, and perhaps other ratings that might be
the result of adding them together.
Seems to me that if I decide that each level of mastery doubles ability rating then I get:
Adding Y (treasure, for example) to X (current wealth, for example):
Increase from following table
X-Y=11 0 the bauble is not worthy of your treasure chest. X-Y=10 +1 X-Y=9 +2 X-Y=8 +3 X-Y=0 +10 to larger number. The treasure equals your worldlypossessions and your effective wealth is doubled.
[it is also easier to compare 17 with 26, rather than 17 with 6W2. 17+26, difference is 9, add two to larger number = 28]
I think this same approach might work with Elemental Progression which has a problem associated with simple contests - (I don't mind the mega-edge effect but feel that it does not convert back to a bonus as neatly. (1/4 of elemental ability rating is applied as an edge). I think it might apply to the Lunar Cycles but back in the Second Age we do not need to worry about that.
For a simple contest:
If ability is the same +10 to "stronger" element
If ability is 10points different no bonus to either
Otherwise difference in abilities is bonus to "stronger" element
Fire 26 fights Dark 16, Fire gains no bonus 26vs16 Fire 17 fights Dark 16, Fire gains a +9 bonus 26vs16 Fire 16 fights Dark 16, Fire gains a +10 bonus 26vs16 Fire 15 fights Dark 16, Fire gains a +9 bonus 24vs 16 Fire 7fights Dark 16, Fire gains a +1 bonus 8vs 16 Fire 6 fights Dark 16, Fire gains a no bonus 6vs16
This maintains the "big edge doesn;t make much difference if the abilities are wildly out of balance but is important if they are evenly balanced" effect, and means powerful Storm demons cannot whup Magasta in a simple contest even though they might have a huge edge in an extended contest.
Keith
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