One thing I've always found annoying about D&D is the vast difference between a low and high level character, where a hundred 1st level characters wouldn't be able to take down one 20th level one, probably not even one 10th level one. I am all for heroism and fantasy, but I'm also interested in some degree of "realism"--I guess what Ron Edwards called simulationism.
A particularly irksome aspect of this quality is how the PCs always seem to run into similar level monsters and NPCs, as if any monsters or NPCs more than three levels difference seem to fade away into the background of the campaign world. I know some DMs, including myself, try to take a more naturalistic approach, even warning the players "I might throw anything at you, so know when it run away." But even though this is conscious in me I find it tempting to stick only to appropriate encounter levels.
The vast difference in levels and the way advancement is handled creates a weird kind of dissonance in the campaign world, where you have the PCs going on a mega-adventure lasting a few months in the game world but taking a year of weekly sessions and making it to 20th level, and then you have NPCs in published products like Paizo's excellent Seekers of Secrets that are supposed to represent seasoned veterans in positions of power that have gone on dozens of quests over a decade or more of adventuring, but are "only" 10th level.
In D&D advancement seems pretty consistent across the levels, so that a 5th level character is about five times as powerful as they were at 1st level, or if it can't be that quantified, "a lot more powerful" suffices. 4E evened this out a bit in that 1st level characters are about the equivalent of 3rd-5th in earlier editions, and there is less of a difference between 1st and 5th, although still a significant one (as there should be).
Now if I were to imagine a "realistic" fantasy world--that is one that follows similar basic laws as our own plus magic, dragons, and all that good stuff--I would think advancement would occur in smaller increments, and would diminish over time. So in terms of power increase you might get something like this:
In the above scheme, the difference between each level in terms of power gradually diminishes, and then evens out during the "paragon" tier (11-20th), slows down a bit more at 21st level and evens out to an even smaller increase.
I am basing this sense of "realism" on how we develop skills in our own world; if you practice a musical instrument or other artistic discipline diligently, you can achieve a basic degree of mastery within a few years; but deeper levels take much longer.
1) What are examples of some games in which advancement is more "realistic," that it slows down so that the difference between (the equivalent of) a 10th and 11th level character is less than between a 2nd and 3rd?
2) Any suggestions on how to tailor D&D 4E to make advancement more gradual and realistic?