Something I've encountered repeatedly in both tabletop gaming and LARPs is the glass ceiling of power level. This is the sort of thing that shows up most promimently with spellcasting, I think because the power of spellcasting is measured in a very literal, quantifiable way (spell levels, or circles, or whathaveyou). It exists in other aspects of
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The flip side, of course, is logistics - what do those unknown spells DO. The players have to know how to handle them, even if the characters know nothing of the spell. To me, the real balance is how to leave mysteries in the world for the characters to discover while still enabling the player to know the rules.
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Without immediate access to the RELIC rules, I'm curious to know how many events it would have theoretically taken for a focused PC to go outside the bounds of the published rules.
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For a table-top, though...you would need to design things so that power and effects worked on a sliding scale. That way, the master keeps advancing right along with the students, though if the students work really really hard, they could catch or surpass the master - though it's no longer a given.
Hmmmmm. Will have to ponder that. In my head is a nebulous idea of how to achieve something just like this, but it involves thinking about things a very different way than d20 does. Maybe something more like the old Traveller rules - I'll have to break them out and see what can be done.
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