>>49386
Infinity raised level caps can be...interesting. Like, this is a world's collide sorta deal, and you are a max level hero of level 99, going up against someone who's level 999....Likewise, you can mess around with stats between worlds, so some seemingly low level shrimp actually can outclass you easily despite your levels being way higher. Think of a world, where someone got 1 or two stats on level up, and in another it's 20, or you get a decent amount of points that boost stats to a way higher degree.
But yeah, this just feels too artificial , and not in the fun way. You can make givn limits, like it's a game world work, but not being able to skirt the rules, or be more precise in what levels are being lost is a pain. Suck a few levels here, a few there, if they cum in some intense way you really start to suck them dry. It should be more organic. It should fit the scene just right, rather than have the scene ignore, or work around it.
Metagaming, again, seems like it might be fun, but for purely an IC thing. Jobs and class systems are cool. And actual systems that add to the experience, like you're having an actual battle...they're cool, but I have to agree it's a real mood killer if someone's putting limits before the scene.
Throw continuity to the wayside beyond your personal RP with someone, or keep it as a thing you make on your profile at most.
As an aside, since I couldn't find a good place to bring it up, that sort of much weaker foe stealing all of someone's levels, or at least taknig a huge amount of them, or maybe even just doing something to ensure they will eventually fully drain them...It's fantastic. Turn some poor hero into a level/mana tribute slave till they burn themselves out, if you didn't kill or perma ruin them fast enough.