Quote:
Why do you still feel you have to power level to GM? Tell me and I'll do what I can to address it. If you have more suggestions to aid in this, my door is always open. In particular, going beyond Master should provide a slight bonus and access to additional equipment, but nothing insurmountable.
Fighters:
Stats: Be it the use of HP (though its only +10 per point I think?) or MOVE (just for you D
AND FOR YOU MERCS OUT THERE), the higher up a fighter is, the more durable he/she becomes through use of stats.
HP: Your HP pool increases with level, so you would think that someone who wanted to stick around as a tank would want to go out and become as strong as they could in order to become competent in such a field.
Spellcasters:
Mana: See above.
Spells: While not great in the awesome sense, every little bit counts in the long run. I've seen so many battles where it's been won by an extremely tiny margin (for those who are more pk savvy). And the ability to locate. Do you understand how nice it is to locate everything? I mean really. Its AWESOME.
So if you wanted to REALLY make it not worth a spellcaster's while to GM, you would allow things like locate and other level-dependent spells cap out at Master. It would most certainly follow your dream of Master populating Pyrathia.
Rogues:
Backstab: GM backstab. Need I say more?
Picklocks: Another level-dependent skill I believe? For this one I'm not too sure if Master-level locks are the cap.
I think the best examples of a class that really works well and can enjoy the game at just staying as a Master is the priest class.