Sinisalo said:
Or a year of real time and you have a player who is consistently, ridiculously out of balance to the rest of the party.
Are you speaking from experience or just making it up?
For example, a really solid weekly campaign lasting a year might net what, 150 Improvement Rolls.
What does it take to make an uber powerful sorceror? Well you need mastery of the 5 arts and, presumably, to have mastered 5 spells. That would seem like an absolute minimum for an uber-sorceror. Assuming that he starts with 17 INT and 18 POW (to make a nice round 35% base score). 150 rolls, 10 skills, 15 rolls per skill maybe +45% to each skill. Without seeing the RQ spellbook then you have to jury rig the starting stats but lets say he manages to get about 150 percentiles in sorcery related skills during cha-gen then you can just about make mastery of 5 spells and 5 arts.
Admittedly you still need to learn to read and you are going to have to buy or plunder all your magical equipment unless you start learning some enchantments (and then having to spend a lot of your IRs on getting your POW back).
So, yes, after 50 or so gaming sessions your sorceror is pretty hard but pretty inflexible and you probably have to sacrifice some of your IRs for Persistence, Language and so on.
A warrior type probably needs to master only 5 skills rather than 10 so they can devote 30 IRs to their favourite weapons - probably around +70. Given that most warriors come out of cha gen with +55 in their main weapon then you should be looking at 120 or so in their best skills plus legendary abilities and magical support. Nothing stopping them Dedicating their POW down to 1 for a load of divine magic etc.
It seems unlikely that sorceror is unbalanced. As with any high-level campaign (which it would be) the sorceror gets to be the heavy artillery but, unless you have an illusionist or an animator, the sorceror is very inflexible.