Update: This has been a great conversation. It seems like this hasn't been tried before. I've been thinking of it as stat maintenance after talking with you all. Stats become capital, XP becomes currency, and capital depreciates. You can invest in existing infrastructure or create new infrastructure, and everyone get an allowance that lets them be competitive and have fun. The rest is up to your enterprising spirit.
Has anyone tried or played in a game that used an experience tax? If so, I am interested to hear how well it worked.
If you're unfamiliar with the idea, here is a brief outline using round numbers and a CoD system.
Example
Adam has earned 50 experiences and has spent 40 of them.
His XP comes from a combination of automatic XP and participation.
Adam gains automatic XP based on the 40 XP he's spent, not the 50 XP he's earned.
Brad has earned 50 experiences and has spent 50 of them.
Brad's automatic XP is based on his 50 XP spent.
A periodic experience tax is due. All players know the schedule, and some prepare by not spending their full XP. Each stat is assessed and there is a tax due of one beat per dot. This is a simplified value. It may be better to use 10% of the cost to buy the dot instead of a flat value.
Adam is a doctor and wants to keep his Medicine 4. He pays 4 beats to keep it at 4 because it is important to his character. A year ago, he bought a 2 points of Firearms because there were rumors of a monster roaming his neighborhood. The firearms skill isn't important to him, so he elects to only spent 1 beat to maintain the first dot of firearms.
He needs 44 beats to maintain the character creation base of 5/4/3 attributes, 11/7/4 skills, and 10 points of merits. Further, Adam has spent 40 XP in skills, resulting in 20 more dots, which means 20 more beats due. Adam would need 66 beats, or 13 experiences and 1 beat to keep his sheet as it is. He's willing to let a few things, like Firearms slide.
Adam's sheet is almost the same, but he's lost a step on a few of his skills.
Brad spent all his XP despite knowing the XP tax was coming. This is like going all out and burning the candle at both ends. Not only has he working a full time job and going to college at night, but he's been trying to solve the mystery of his father's disappearance.
He has no experience to spend, so all his stats decrease by one. This seems brutal, but if you max out your credit cards and spend your entire savings, you will also be in trouble. Brad's effective power level drops as he burns out from doing too much all at once. But, this also reduces his spent XP, which means he acquires experience faster than Adam.
Notes
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Automatic XP must be configured to allow a character to maintain a character at a soft cap without decay. The number for the soft cap is immaterial.
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Automatic XP is awarded based on XP spent, not XP earned.
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Experience gained through participation or kudos is the way to increase power beyond the soft cap.
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The tax cost is flat per point, but may vary between attributes, skills, merits, etc. Characters can be tall or wide, but seldom both.
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Players always know when the next tax is due and how much it costs. This could even a display on the character sheet.
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Players may decide not to maintain a stat and focus their attentions elsewhere. This allows them to rework their character over time or take a crash course in an emergency.
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A system like this would likely pair well with a refractory period before raising a stat again.