Re: Mastery Inflation

From: Steven White <fringe_worthy_at_...>
Date: Sat, 01 Jul 2000 01:33:05 -0000

Sorry, quoting from you, more exactly:
<IMG only one in ten has a mastery, one in hundred has two, one in <thousand has three. And that distribution may be too frequent.

This indicated to me that you were looking at a very low power world. And with normal character development, normal player characters would be utterly beyond the average joe. And so I was thinking you been going for low skill gain. So I was explaining this is where I got that idea.

But as your reply said... that wasn't the world you are making. :)

> > > >On the subject of tightening the mastery levels, compressing
them
> >> >down:
> >>
> >> What i have been talking about is that starting characters
begin
in
> >> the sub-mastery range, and that mastery levels aren't spread
around
> >> like confetti. So i'm not sure what you think the subject is.
> >
> >I was going with your: 1/10 w1, 1/100 w2, 1/1000 w3 :)
>
> That doesn't make me any wiser, really. What do you mean by
> 'tightening the mastery levels, compressing them down'?

Ignoring the previous reply explaining that you intended to have a normal prower game, and going back to the time I made that first reply:

If 17 is a _good_ skill, and 5w a real mastery.... and you give 1 or 2 HP a session...

Then things like a +5 to close combat geas for humakti, a +2 extra edge from a weapon, iron armour, followers, and improvisation penalties have a far more serious impact on the game then if you're playing with 1w1..20w1 being compentency.

But as the message I had replied to said... you're not running that sort low power game. So this isn't important issue.

> >Given what you want... Humm. I think I'd either start your chars
> >a bit more experienced... Or play them for little while as young,
> >eager, and stupid. [...]
>
> Thanks for the advice on how to run my campaign; i hadn't realized
> that there were any problems with it.
 

I'm sorry if I seemed to be to trying to tell you how to run your world.... Wasn't quite the way I meant it.

It's just I was trying to understand things by writing about them, using the experiences I've had playing the game.

Your replies have been bouncing me around several different ways, so I've been confused. Happens too easily. So I was trying to put together what seemed to be wanting to start with low power chars*, yet being great movers** in the clan, then tying in with what seemed to be your real theme in not having them be overshadowed by unimportent NPCs as they grow.

Steven White

Powered by hypermail