RC wrote:
Well, eventually he will hit the magic number, however it is so far down the road that it doesn't matter much.
Wrong. Some people will start their games that far down the road. It might not happen in your game, but it will happen in other games. If the system can go there, it has already gone there from the perspective of a large number of players.
When diminishing returns happens - people get more XP. That's it. In AD&D, when people started taking hundreds of thousands of XP instead of regular thousands of XP to gain levels - they got more XP. The DM simply gave out more XP per adventure, and people maintained the same rate of growth (more or less). If you institute new rules in which people get XP statically, but it takes more levels to gain any actual bonus, then gues what? People will start getting levels faster.
People want a certain amount of tangible bonuses, and if something totally arbitrary like "an experience point" or "a level" has to be accumulated in large piles before it starts giving a real tangible benefit - then people will just start accumulating them in large piles.
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The real "benefit" of diminishing returns, is that it allows people who start new characters or miss sessions to catch up quickly. But that's all it does. People need more XP, and they get more XP. People need more gold, and they get more gold. The only difference is that people who missed the early sessions miss out on a lower percentage of the total XP and gold, so they are closer in power to the people who've been here the whole time.
That's it though. It doesn't actually "put off" any numeric problems your system may have. If your system hits a wall after forty sessions, putting it on diminishing returns still makes that event forty sessions off. The "costs" and "rewards" will have gone up a lot, but the same amount of playing time will have elapsed when you hit the problem.
And since players have, can, and will start campaigns where their characters have forty sessions worth of bonuses under their belt at the beginning - that means that you are still handing people a game system that manifests in many hands as an immediate firery explosion and total game balance fiasco.
As long as everyone keeps the same characters and every person shows up for every game - there is absolutely no difference whatsoever between diminishing returns and not. If people need "five karma points", "thousands of experience points", or "a dozen levels" to see the next tangible benfit, that's how much people are going to get. And the time it takes them to get it is based on te number of sessions the playgroup feels they can go through before getting the next tangible benefit. In some groups that's like eight, but in a lot of play groups, that's only one. The fact that experience in some systems gives you benefits when you have "like six", and in some systems gives you benefits when you have "about six hundred thousand" does not make advancement happen one hundred thousand times slower in one game than in the other.
-Username17