So, a problem that both Horizon: Stronghold of Hope and Masters of the Art run into is that there really isn't much in the way of new things to do for Sphere levels beyond 5 to make available; and in terms of the former, several of the things that used to be Sphere 6 Effects have been reworked as Sphere 5 Effects in M20.
Horizon also went with the notion that getting from the fifth dot to the sixth dot breaks the usual experience progression and essentially is something that's going to take centuries to complete. By contrast, Masters of the Art assumes that you can just keep going, picking up the sixth, seventh, eighth, and ninth dots simply by raising Arete high enough and then spending experience on the Sphere.
This hack takes a different approach. First, it embraces the idea that the sixth dot in a Sphere lets you do anything that fits in its purview that isn't already allowed at Mastery. Second, the Spheres are allowed to grow all the way up to 10 at the usual experience costs; but before they go beyond 5 at all, the mage needs to undergo done sort of “second Awakening” (a concept loosely borrowed from Imperial Mysteries, a Mage: the Awakening supplement). This is to prevent players from pushing into the Archmaster territory without the Storyteller's approval, as Archmastery under this hack can be chronicle-wreckingly potent.
That said: the main benefit of Archspheres isn't a wider range of Effects; as stated earlier, there really aren't that many new Effects to be made available. Instead, Sphere dots above 5 make magic simpler for the Archmaster by reducing the number of successes needed to perform an Effect. The sixth dot reduces the number of successes needed by one; the seventh dot reduces it by two; the eighth dot reduces it by five; the ninth dots removes ten; and the tenth dot removes twenty. Once the Feat has been reduced to a Simple Task (one success required), further reductions become difficulty reductions, to the usual minimum of a target number of 3.
The effect of these reductions is that Archmasters can do things with ease that regular mages, even Masters, struggle to do.
Thoughts?
[Note: when I originally posted this, I used a mathematical progression of 1, 3, 6, 10, and 15 for the Archspheres. I have since revised it to what's now stated; but some of the posts in this thread were made in the context of the original progression.]
Horizon also went with the notion that getting from the fifth dot to the sixth dot breaks the usual experience progression and essentially is something that's going to take centuries to complete. By contrast, Masters of the Art assumes that you can just keep going, picking up the sixth, seventh, eighth, and ninth dots simply by raising Arete high enough and then spending experience on the Sphere.
This hack takes a different approach. First, it embraces the idea that the sixth dot in a Sphere lets you do anything that fits in its purview that isn't already allowed at Mastery. Second, the Spheres are allowed to grow all the way up to 10 at the usual experience costs; but before they go beyond 5 at all, the mage needs to undergo done sort of “second Awakening” (a concept loosely borrowed from Imperial Mysteries, a Mage: the Awakening supplement). This is to prevent players from pushing into the Archmaster territory without the Storyteller's approval, as Archmastery under this hack can be chronicle-wreckingly potent.
That said: the main benefit of Archspheres isn't a wider range of Effects; as stated earlier, there really aren't that many new Effects to be made available. Instead, Sphere dots above 5 make magic simpler for the Archmaster by reducing the number of successes needed to perform an Effect. The sixth dot reduces the number of successes needed by one; the seventh dot reduces it by two; the eighth dot reduces it by five; the ninth dots removes ten; and the tenth dot removes twenty. Once the Feat has been reduced to a Simple Task (one success required), further reductions become difficulty reductions, to the usual minimum of a target number of 3.
The effect of these reductions is that Archmasters can do things with ease that regular mages, even Masters, struggle to do.
Thoughts?
[Note: when I originally posted this, I used a mathematical progression of 1, 3, 6, 10, and 15 for the Archspheres. I have since revised it to what's now stated; but some of the posts in this thread were made in the context of the original progression.]
Comment