First I am starting a campaign where the characters will be high-end levels, a few quick adventures and then retire, and have their students do the real campaign. I do this because almost all the players are new to Anima much as I am, so I figure it will let them test what high-level power is like and when they create the students have learned more of the system. My problem is I don't know what level to start them at, apparently some of the strongest fighters in the world are lvl 9-10. That seems low to me (I'm used to D&D level progression where level 1 is half as strong as level 2, and a hundredth as strong as level 10) what would an effective level be to see how characters can advance?
More importantly I want to add/modify a few advantages/disadvantages, and was wondering if these changes would be a bad idea...
1. Change Jack of all trades to being a 1,2, or 3 point advantage, each point invested giving a +20 to all secondary abilities but not removing the -30 penalty (thus 1 point causes -10 to all secondary, 2 points +10 as the normal advantage, and 3 points +30)
2. Farsighted disadvantage, benefit 1pt, can not read without the use of some tool such as glasses, take a -20 penalty to any combat action used in melee combat (such as attack or psychic projection for a shield), and a -50 penalty to Notice and Search within 5 feet, a -3 the any perception on such checks.
3.Change nearsighted disadvantage, benefit 1pt, same as the original but no penalty to anything within 5 feet.