@Devrex said in Artificially Slowing Character Growth:
"You may only raise this stat again in X days" system hardcoded right in might be the only sensible answer.
Admittedly this is my preferred option, though I tend to like playing the long game when it comes to MU rather than racing to the top. I also understand that I am in a tiny, tiny minority of people where this is true.
@Tirit said in Artificially Slowing Character Growth:
Keeping the analogy of Player A and Player B starting at the same time. Player A rush and raises Attribute X (or skill) to level 5 (arbitrary number). Level 1 to 2 takes 2 days. 2 to 3 takes 4 days, 3 to 4 takes 8 days, 4 to 5 takes 16 days. As Player B grows he can marginally catch up during these cool down days. I don't see them every fully catching up.
Yeah, that's always the downside. How do you keep players from feeling like they're being punished for being active while still keeping them from just buying up all the stuff to steamroller all over everyone? Some of the best ways I've seen to do this include having what you mentioned, cooldown timers. If that xp spend cost <X>, then you have to wait <X> * <interval> before you can raise it again, but it doesn't stop you from buying anything else in the meantime.
@Misadventure said in Artificially Slowing Character Growth:
Give players a set number of xps. Thats where they can get to.
Fate's Harvest did this, and it actually worked surprisingly well (while I was there, anyway, I don't know what became of it after or whether they even still do this.) It even had an interesting way of rewarding "extra" activity via the Tix system.