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* ''TabletopGame/{{Jaipur}}'' has diminishing returns for selling goods of the same type, as their value decreases as more of them are sold off (regardless of who's selling them). The non-precious goods in particular quickly suffer steep declines. However, there's also a SetBonus for selling three or more goods of one type at a time. A lot of the game's tension comes from whether you should save up your goods to form sets, or just try to sell them off before they lose too much value.
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* To limit the effectiveness of evasion (long considered the OneStatToRuleThemAll because it it could make units basically untouchable), newer ''VideoGame/SuperRobotWars'' installments introduced "Evasion Decay": if any unit, allied or enemy, successfully dodges an attack, the next attack on that unit gains a cumulative bonus to its accuracy rate. This resets once the unit takes a hit.

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* To limit the effectiveness of evasion (long considered the OneStatToRuleThemAll because it it could make units basically untouchable), newer ''VideoGame/SuperRobotWars'' installments introduced "Evasion Decay": if any unit, allied or enemy, successfully dodges an attack, the next attack on that unit gains a cumulative bonus to its accuracy rate. This resets once the unit takes a hit.

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[[folder:Sandbox Games]]
* ''VideoGame/PlanetExplorers'' has a placeable enhance machine which can strengthen a piece of equipment for a material cost. Any subsequent enhancements after the first will only be half as effective each time until the stat increases are negligible.


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[[folder:Sandbox Games]]
* ''VideoGame/PlanetExplorers'' has a placeable enhance machine which can strengthen a piece of equipment for a material cost. Any subsequent enhancements after the first will only be half as effective each time until the stat increases are negligible.
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[[folder:Roguelikes]]
* ''[[VideoGame/TalesOfMajEyal Tales of Maj'Eyal]]'' is ''built'' around this trope, to the point where the dev refers to it as a major balancing principle in their design. Every major damage stat -- whether it be physical power, spellpower, mental power, or something more esoteric -- starts needing "more (listed) points per (effective) points", equal to the current stat/10 (rounded down); so by the time you hit Spellpower 50, say, you need an extra ''five'' points from your gear or stats in order to get ''one'' extra point's worth of damage. At least the game is very clear about this once you know what to look for: equipping a new weapon tells you both the number of "raw" points it would give you, as well as the number of "effective" points that will actually show up in damage calculations.
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** ''VideoGame/EldenRing'' continues and elaborates on this system. All stats have tiers of non-linear growth. For damage-related stats, growth typically slows starting at 20, again at 50 or 55, and reaches a crawl past 80. Vigor and Mind only have two soft caps (40/60 Vig, 55/60 Min) while Endurance has one at 50. For magic stats, it's even more complicated: damage scaling of spells operates on a different scale than their individual stats themselves. After the second cap, the returns diminish so much that the only reason to invest more points in the stat is fulfill requirements to equip the highest tiers of weapons or spells.

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** ''VideoGame/EldenRing'' continues and elaborates on this system. All As the game presents far more chances to gain experience than its linear predecessors, all stats have tiers of non-linear growth. For damage-related stats, growth typically slows starting at 20, again at 50 or 55, and reaches a crawl past 80. Vigor and Mind only have two soft caps (40/60 Vig, 55/60 Min) while Endurance has one at 50. For magic stats, it's even more complicated: damage Damage scaling of spells operates on a different scale than their individual has its own set of soft caps dependent its related stats themselves. After the second cap, the (60/80 for Int and Fai, 30/45 Arc). While all stats can be raised to 99, doing so offers little practical benefit: returns diminish so much that the only reason to invest more points in the a stat after its second soft cap is to fulfill the requirements to equip for equipping the highest tiers of weapons or spells.
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** ''VideoGame/EldenRing'' continues and elaborates on this system. All stats have three tiers of non-linear growth. Growth typically slows starting at 20, again around 50 or 55, and reaches a crawl past 80. For magic stats, it's even more complicated: damage scaling of spells operates on a different scale than their individual stats themselves. After the second cap, the returns diminish so much that the only reason to invest more points in the stat is fulfill requirements to equip the highest tiers of weapons or spells.

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** ''VideoGame/EldenRing'' continues and elaborates on this system. All stats have three tiers of non-linear growth. Growth For damage-related stats, growth typically slows starting at 20, again around at 50 or 55, and reaches a crawl past 80.80. Vigor and Mind only have two soft caps (40/60 Vig, 55/60 Min) while Endurance has one at 50. For magic stats, it's even more complicated: damage scaling of spells operates on a different scale than their individual stats themselves. After the second cap, the returns diminish so much that the only reason to invest more points in the stat is fulfill requirements to equip the highest tiers of weapons or spells.
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** ''VideoGame/EldenRing'' continues and elaborates on this system. All stats have three tiers of non-linear growth. Growth typically slows starting at 20, again around 50 or 55, and reaches a crawl past 80. For magic stats, it's even more complicated: damage scaling of spells operates on a different scale than their individual stats themselves. After the second cap, the returns diminish so much that the only reason to invest more points in the stat is fulfill requirements to equip the highest tiers of weapons or spells.
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[[folder:Board Games]]
* ''TabletopGame/{{Wingspan}}'': Putting more birds in a habitat powers up the habitat, but the more birds you already have in it, the more eggs you'll pay to add another.
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* ''VideoGame/{{Splatoon}}'' has this manifest in several ways:

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* ''VideoGame/{{Splatoon}}'' ''Franchise/{{Splatoon}}'' has this manifest in several ways:



*** In spite of these measures, ''Splatoon'' and ''Splatoon 2'' players continue to minmax anyway, as many weapons benefit much more from certain abilities than others, and competitive players aim for particular milestones, such that they'll take both the diminishing-returns penalty and the long grind for the Ability Chunks to get exactly what they want. The Bamboozler weapons, for instance, are made much more effective by Damage Up in ''Splatoon'' and Main Power Up in ''Splatoon 2'', which increase the damage dealt with each shot on the Bamboozler. As most other abilities have little to no direct advantage, Bamboozler users will most often go for builds with large amounts of Damage Up or Main Power Up to the exclusion of everything else. The result is that this infrastructure not so much discourages minmaxing, but prevents the advantage from being too high against people who ''don't'' minmax.

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*** In spite of these measures, some ''Splatoon'' and ''Splatoon 2'' players continue to minmax anyway, as many weapons benefit much more from certain abilities than others, and competitive players aim for particular milestones, such that they'll take both the diminishing-returns penalty and the long grind for the Ability Chunks to get exactly what they want. The Bamboozler weapons, for instance, are made much more effective by Damage Up in ''Splatoon'' and Main Power Up in ''Splatoon 2'', which increase the damage dealt with each shot on the Bamboozler. As most other abilities have little to no direct advantage, Bamboozler users will most often go for builds with large amounts of Damage Up or Main Power Up to the exclusion of everything else. The result is that this infrastructure not so much discourages minmaxing, but prevents the advantage from being too high against people who ''don't'' minmax.
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* ''VideoGame/Lit2021'':
** The "Quantum theory" upgrade gives +1.5 normally, +1.57 if you have one unspent light, +1.62 if you have two, and eventually it only adds +0.01 for each one. It still makes a surprisingly big difference for the first few levels.
** The "Alhazen" and "Einstein" buyables have weaker effects if you buy them past the effect softcap, 1.78e308x (increasable to 2.41e462) for the former and ^1.36 (increasable to ^1.49) for the latter.

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* Skills in ''TabletopGame/{{GURPS}}'' start to give noticeably diminishing returns around level 14 (90% chance on normal tasks) and additional levels become a total waste of points at level 24 (90% chance on "impossible" tasks) except in the most extreme settings where techniques can have penalties of -30.

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* ''TabletopGame/{{GURPS}}'':
**
Skills in ''TabletopGame/{{GURPS}}'' start to give noticeably diminishing returns around level 14 (90% chance on normal tasks) and additional levels become a total waste of points at level 24 (90% chance on "impossible" tasks) except in the most extreme settings where techniques can have penalties of -30.



* In the second edition of ''TabletopGame/{{Pathfinder}}'', each increase to an ability score adds +2 if it's below 18, but only +1 if it's 18 or higher. Unless you're trying to be a JackOfAllStats, you ''will'' hit this point at level 1.
* ''[[TabletopGame/ProseDescriptiveQualities Swashbucklers of the 7 Skies]]'': you only gain points to improve your abilities when you ''fail''. Characters who max out an ability and then focus exclusively on it are going to advance very slowly, if at all, while those who dabble in many things or throw themselves into scenarios where they've got no real skill are going to develop faster.

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* ''TabletopGame/{{Pathfinder}}'': In the second edition of ''TabletopGame/{{Pathfinder}}'', edition, each increase to an ability score adds +2 if it's below 18, but only +1 if it's 18 or higher. Unless you're trying to be a JackOfAllStats, you ''will'' hit this point at level 1.
* ''[[TabletopGame/ProseDescriptiveQualities Swashbucklers of the 7 Skies]]'': you only gain points to improve your abilities when you ''fail''. Characters who max out an ability and then focus exclusively on it are going to advance very slowly, if at all, while those who dabble in many things or throw themselves into scenarios where they've got no real skill are going to develop faster.
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* ''TabletopGame/SwashbucklersOfTheSevenSkies'': You only gain points to improve your abilities when you ''fail''. Characters who max out an ability and then focus exclusively on it are going to advance very slowly, if at all, while those who dabble in many things or throw themselves into scenarios where they've got no real skill are going to develop faster.
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Fixed a typo.


* ''VideoGame/{{Undertale}}'': Using a Punch Card while a Tough Glove is equipped provides +6 to attack. It can be done repeataedly in one fight, but doing so for the third time only grants a +3 bonus, which drops to +2 for each subsequent use.

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* ''VideoGame/{{Undertale}}'': Using a Punch Card while a Tough Glove is equipped provides +6 to attack. It can be done repeataedly repeatedly in one fight, but doing so for the third time only grants a +3 bonus, which drops to +2 for each subsequent use.
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Added an example from the work page.

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* ''VideoGame/{{Undertale}}'': Using a Punch Card while a Tough Glove is equipped provides +6 to attack. It can be done repeataedly in one fight, but doing so for the third time only grants a +3 bonus, which drops to +2 for each subsequent use.
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Added an example from the work page.

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* ''VideoGame/TheMilestoneTree'': Once you reach e1.000e9 points, the game will softcap the first milestone's effect (the thing that produces points) with a lowered power. It can be delayed, though.
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** ''VideoGame/SuperSmashBrosUltimate'' also features diminishing returns on dodging. If a fighter dodges too many times in a row, their duration of intangibility keeps getting shorter, and their recovery duration keeps getting longer.

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** ''VideoGame/SuperSmashBrosUltimate'' also features diminishing returns on dodging. If a fighter dodges too many times in a row, their duration of intangibility keeps getting shorter, and their recovery duration keeps getting longer. This game introduces a similar penalty on ledge-grabbing, which grants a moment of invincibility. There have been issues with high-level players grabbing ledges for that invincibility, so ''Ultimate'' made it such that the more times you grab a ledge in a match, the shorter that invincibility period will be until there's none at all and your opponents can just wait by the ledge until you grab it, then [[HandStomp stomp on your character's hands to make them fall]]. Unlike the dodge penalty, this does not reset until that character is [=KOed=].

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The second problem is that it doesn't always solve the problem of MinMaxing. There are usually a handful of stats that are the most useful in any game, it's just that one of them tends to be more useful than the others. Diminishing returns encourages players to dump points into the "best" stat or stats until the penalty is hit, then dump more into the second-best. If the system is not well balanced regarding stats in the first place, the net effect is that instead of focusing excessively on one, players will focus excessively on a small handful.

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The second problem is that it doesn't always solve the problem of MinMaxing. There are usually a handful of stats that are the most useful in any game, it's just that one of them tends to be more useful than the others. Diminishing returns encourages players to dump points into the "best" stat or stats until the penalty is hit, then dump more into the second-best. If the system is not well balanced regarding stats in the first place, the net effect is that instead of focusing excessively on one, players will focus excessively on a small handful.
handful. In addition, if there really ''are'' just a few useful stats for particular builds, or a particular build needs a minimum in a particular stat to be useful, it means players will accept the penalty in order to increase those useful stats to where they want.



** Certain weapons can be very effective on their own, but become a liability if the entire team is using them. For example, having a roller on your team is good because it can ink a lot of ground quickly and splat any enemy it runs over. Having a team of ''nothing but rollers'' is an uphill battle, because rollers have very little range and very poor vertical mobility. Likewise, having a charger on your team is good because they can splat enemies and provide support from a distance. Having a team full of chargers makes it very difficult to cover ground or combat any enemy that gets close.

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*** In spite of these measures, ''Splatoon'' and ''Splatoon 2'' players continue to minmax anyway, as many weapons benefit much more from certain abilities than others, and competitive players aim for particular milestones, such that they'll take both the diminishing-returns penalty and the long grind for the Ability Chunks to get exactly what they want. The Bamboozler weapons, for instance, are made much more effective by Damage Up in ''Splatoon'' and Main Power Up in ''Splatoon 2'', which increase the damage dealt with each shot on the Bamboozler. As most other abilities have little to no direct advantage, Bamboozler users will most often go for builds with large amounts of Damage Up or Main Power Up to the exclusion of everything else. The result is that this infrastructure not so much discourages minmaxing, but prevents the advantage from being too high against people who ''don't'' minmax.
** Certain weapons can be very effective on their own, but become a liability if the entire team is using them. For example, having a roller on your team is good because it can ink a lot of ground quickly and splat any enemy it runs over. Having a team of ''nothing but rollers'' is an uphill battle, because rollers have very little range and very poor vertical mobility. Likewise, having a charger on your team is good because they can splat enemies and provide support from a distance. Having a team full of chargers makes it very difficult to cover ground or combat any enemy that gets close. Teams like these often result in one or more players using their weapons to perform tasks other than what they were designed to do just to not get annihilated.
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* ''VideoGame/TeamFortress2'' is designed with multiple classes filling different roles, so having too many of a single class will cripple the team in various ways. The Soldier and Demoman subvert this, as a 12-man team composed solely of them can unleash a [[MacrossMissileMassacre destructive barrage]] [[GrenadeSpam of explosives]] potent enough to take down anything short of an ÜberCharge.

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* ''VideoGame/TeamFortress2'' is designed with multiple classes filling different roles, so having too many of a single class will cripple the team in various ways.ways; the Sniper and Spy are particularly notorious for this as both are geared for precision elimination, so having too many of either will make your team unable to fight head-on (and if you drop into a team with an overabundance of any class, nine times out of ten it's one or both of these). The Soldier and Demoman subvert this, as a 12-man team composed solely of them can unleash a [[MacrossMissileMassacre destructive barrage]] [[GrenadeSpam of explosives]] potent enough to take down anything short of an ÜberCharge.
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** This is the idea behind "second best part" builds - by choosing the second fastest processor, second best video card, second fastest or second biggest memory block etc., you get ninety percent of the performance of a cutting edge setup for about half to two-thirds of the cost.
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Added an example from the new work page.

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* ''VideoGame/FE000000'': Normal generators' multipliers are reduced after 2.049e161,614,248x. Given a multiplier x, let y be log(x, 2.049e161,614,248). x is reduced to 2.049e161,614,248^(y^(y^-0.00781)). Red chroma raises the softcap once you start producing it, though.
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** Luck has an even more pronounced point of diminishing returns, since its main effect is reducing the critical chance of enemies. The thing is, it does so at double the rate that Skill increases critical chance, so 5 Luck stops you from taking crit from anything with 10 Skill or less. Some enemies do have [[CriticalHitClass increased critical rates]] (for instance, a swordmaster or an enemy with a killer weapon), but those crit rates tend to be ''too'' increased for even very high Luck to completely negate them, so it's best to just play as if the enemy might crit you (for instance, sending in a character sturdy enough to survive a crit). Having ''no'' Luck is a major problem, but you really don't need much at all, and after that point, the only thing it provides is a boost to accuracy and dodge rate that's half of the one provided by Speed and a quarter the one provided by Skill.

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** Luck has an even more pronounced point of diminishing returns, since its main effect is reducing the critical chance of enemies. The thing is, it does so at double the rate that Skill increases critical chance, so 5 Luck stops you from taking crit from anything with 10 Skill or less.less, and once you have 10 Luck, pretty much no generic enemies have even a chance of critting you. Some enemies do have [[CriticalHitClass increased critical rates]] (for instance, a swordmaster or an enemy with a killer weapon), but those crit rates tend to be ''too'' increased for even very high Luck to completely negate them, so it's best to just play as if the enemy might crit you (for instance, sending in a character sturdy enough to survive a crit). Having ''no'' Luck is a major problem, but you really don't need much at all, and after that point, the only thing it provides is a boost to accuracy and dodge rate that's half of the one provided by Speed and a quarter the one provided by Skill.
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* ''VideoGame/FireEmblem'':
** Speed has the effect of allowing you to double-attack an enemy if your Speed beats theirs by (usually) 4, and increasing your dodge rate by 2%. For a slow character, gaining Speed is important because it means they can avoid being doubled by enemies (which is a death sentence for all but the sturdiest characters), and for a character with average or above-average Speed, it's even more important because it'll mean they can double more enemies. For a really fast character who has enough Speed to double all enemies they can expect to encounter, all more Speed really provides is a small dodge boost. This has caused problems for Speed-specialists over the series, as that threshold can sometimes be lower than you'd think.
** Luck has an even more pronounced point of diminishing returns, since its main effect is reducing the critical chance of enemies. The thing is, it does so at double the rate that Skill increases critical chance, so 5 Luck stops you from taking crit from anything with 10 Skill or less. Some enemies do have [[CriticalHitClass increased critical rates]] (for instance, a swordmaster or an enemy with a killer weapon), but those crit rates tend to be ''too'' increased for even very high Luck to completely negate them, so it's best to just play as if the enemy might crit you (for instance, sending in a character sturdy enough to survive a crit). Having ''no'' Luck is a major problem, but you really don't need much at all, and after that point, the only thing it provides is a boost to accuracy and dodge rate that's half of the one provided by Speed and a quarter the one provided by Skill.
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* ''VideoGame/TeamFortress2'' is designed with multiple classes filling different roles, so having too many of a single class will cripple the team in various ways. The Soldier and Demoman subvert this, as a 12-man team composed solely of them can unleash a [[MacrossMissileMassacre destructive barrage]] [[GrenadeSpam of explosives]] potent enough to take down anything short of an ÜberCharge.
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** Each game has a mechanic known as [[http://www.ssbwiki.com/Stale_move_negation "stale-move negation"]], which causes an attack to become weaker the more frequently it hits an opponent. In ''Melee'', it caused attacks to deal reduced damage, but only barely affected the knockback they dealt. In ''Brawl'', the knockback power of a move will decrease rapidly with each successive use (for example, a move that could KO around 100% fresh will not KO at 300% if fully decayed). With a mechanic that boosts the power of a fresh move also introduced, there's a large disparity between the knockback power of a fresh move and a move that has been frequently used, making the strategy of not using your primary KO move(s) until your opponent is at KO percent actually viable (rather than just being an ideal tactic).

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** Each game has a mechanic known as [[http://www.ssbwiki.com/Stale_move_negation "stale-move negation"]], which causes an attack to become weaker the more frequently it hits an opponent. In ''Melee'', it caused causes attacks to deal reduced damage, but only barely affected affects the knockback they dealt. deal. In ''Brawl'', the knockback power of a move will decrease rapidly with each successive use (for example, a move that could can KO around 100% fresh will not KO at 300% if fully decayed). With a mechanic that boosts the power of a fresh move also introduced, there's a large disparity between the knockback power of a fresh move and a move that has been frequently used, making the strategy of not using your primary KO move(s) until your opponent is at KO percent actually viable (rather than just being an ideal tactic).
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Of course, diminishing returns has its troubles. First, it's a lot more work, and takes a lot longer time to playtest and get just right. Second, if it's done poorly, it just makes the game mechanics confusing; explaining to the player that, above a certain point, each point of Dexterity only provides 36.74% of the benefit of each previous point makes your game sound arcane and confusing. If you don't explain it to them, astute players will feel cheated when they realize that they pushed all of their points into Strength and are getting no appreciable benefit from half of those stat points.

The second problem is it doesn't always solve the problem of MinMaxing. There are usually a handful of stats that are the most useful in any game, it's just that one of them tends to be more useful than the others. Diminishing returns encourages players to dump points into the "best" stat or stats until the penalty is hit, then dump more into the second-best. If the system is not well balanced regarding stats in the first place, the net effect is that instead of focusing excessively on one, players will focus excessively on a small handful.

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Of course, using diminishing returns also has its troubles. First, it's a lot more work, and takes a lot longer time to playtest and get just right. Second, if it's done poorly, it just makes the game mechanics confusing; explaining to the player that, above a certain point, each point of Dexterity only provides 36.74% of the benefit of each previous point makes your game sound arcane and confusing. If you don't explain it to them, astute players will feel cheated when they realize that they pushed all of their points into Strength and are getting no appreciable benefit from half of those stat points.

The second problem is that it doesn't always solve the problem of MinMaxing. There are usually a handful of stats that are the most useful in any game, it's just that one of them tends to be more useful than the others. Diminishing returns encourages players to dump points into the "best" stat or stats until the penalty is hit, then dump more into the second-best. If the system is not well balanced regarding stats in the first place, the net effect is that instead of focusing excessively on one, players will focus excessively on a small handful.
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Linear scaling stats has its problems. If a player spreads their points out between each of their statistics evenly or accrues small bonuses in one stat or the other, the effect is perfect... but [[MinMaxing min/maxers]] who find the [[OneStatToRuleThemAll best stats]] and [[{{Whoring}} jam all of their points into them]] can snap the balance in half.

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Linear scaling Scaling stats linearly has its problems. If a player spreads their points out between each of their statistics evenly or accrues small bonuses in one stat or the other, the effect is perfect... but [[MinMaxing min/maxers]] who find the [[OneStatToRuleThemAll best stats]] and [[{{Whoring}} jam all of their points into them]] can snap the balance in half.



Of course, diminishing returns has its troubles. First, it's a lot more work, and takes a lot longer time to playtest and get just right. Second, if it's done poorly, it just makes the game mechanics confusing; explaining to the player that, above a certain point, each point of Dexterity only provides 36.74% of the benefit of each previous point makes your game sound arcane and confusing. And if you don't explain it to them, astute players will feel cheated when they realize that they pushed all of their points into Strength and are getting no appreciable benefit from half of those stat points.

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Of course, diminishing returns has its troubles. First, it's a lot more work, and takes a lot longer time to playtest and get just right. Second, if it's done poorly, it just makes the game mechanics confusing; explaining to the player that, above a certain point, each point of Dexterity only provides 36.74% of the benefit of each previous point makes your game sound arcane and confusing. And if If you don't explain it to them, astute players will feel cheated when they realize that they pushed all of their points into Strength and are getting no appreciable benefit from half of those stat points.
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That's not diminishing returns, just an explanation of the pretty self-evident reason why a flat +1 is better than a +1 to minimum or maximum.
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That's not diminishing returns, just an explanation of why


* In some games the basic mechanics are inherently designed to create this. For example, any Tabletop RPG that uses a bell curve (e.g. 3d6) as opposed to a flat statistical probability (e.g. 1d20) for its core mechanic will get a version of diminishing returns: in a bell curve the numbers in the middle of the probability space are created by more of the possible permutations of the dice, while the numbers on the edge of the probability space are created by relatively few permutations. This means that changing a very low or very high number grants a smaller benefit than raising a number in the middle of the range.
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* ''VideoGame/{{Hades}} uses this for boon levels offered through pomegranates; the higher the level already is, the less of a benefit the boon will get from an additional level. This operates independently from the added benefit granted by higher rarities.

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* ''VideoGame/{{Hades}} ''VideoGame/{{Hades}}'' uses this for boon levels offered through pomegranates; the higher the level already is, the less of a benefit the boon will get from an additional level. This operates independently from the added benefit granted by higher rarities.
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* ''VideoGame/{{Hades}} uses this for boon levels offered through pomegranates; the higher the level already is, the less of a benefit the boon will get from an additional level. This operates independently from the added benefit granted by higher rarities.

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