Eliminating stat items

Grog

First Post
One thing I don't like about 3.0-3.5 is that characters seem to become more and more reliant on stat items as they level up. So I've come up with a house rule to eliminate them and I'd like your input.

Here's how it goes. Instead of the normal +1 bonus to any stat every four levels, instead PCs receive a number of points equal to their total (new)character level each time they level up (a first level character starts with one point). These points may be spent to increase stats as follows:

Up to 18: As per existing rules
19: 6 points
20: 6 points
21: 9 points
22: 9 points
23: 12 points
24: 12 points

And so on, following that progression. Points can be saved and spent later if the character wishes. What this does is encourage balance in a character's stats (because lower stats cost less) while allowing specialization if the character wants it. For example, a 20th level fighter would have accumulated 210 points to spend on stats. If he started with an 18 strength, he could end up with a 32 strength (for a cost of 210 points), but his other stats would suck. Or he could go a more balanced route.

This system does favor the classes that use more stats (paladins, monks, etc.) a bit, but that's not really a problem AFAIC. And it makes high level characters natural badasses, which IMO is how they should be. Sure, magic weapons and such would still be needed, but those have been a staple of D&D from the beginning.

Comments?

(edit) Stat buffing spells would be eliminated as well with this rule(/edit)
 
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I like it. As a DM who doesn't hand out very many magic items (and one who prefers that characters stand out for their own abilities), I think this system would be a neat thing.

I'm curious why you chose to accelerate the weight schedule after 18, though. Following the pattern for point buy, increasing 18 to 19 would be four points, as would 19 to 20, and then 20 to 21 would be five points. Was it to further encourage diverse stats?
 

I accelerated it because if I hadn't, PCs could have ended up with ridiculously high stats that would have thrown off game balance. For example, if I continued the book progression, stats of 40 would have been achievable - expensive, but achievable. This way, it's more in balance.
 

I really love this. I always hated Stat-boost items, but you cant live without the. You really, really want to have some interesting helmet or headband, but you are forced to take Headband of Intellect because otherwise you would be screwed. That would encourage some of the more interesting items to gain influence.

I normally make quite alot of magical items and sometimes my players even want to have one or more. Then, they realise that they would have to trade of that darn Belt of Giants Strength and thats too much to expect from any fighter.
 

I like the concept, but I'm not understanding the numbers. Are the scores under 18 using the DMG point-buy costs? I'm almost positive that those go higher than 12 for the upper-end stats.

Or are these points what the new level costs; for example, does going from 18 to 19 cost 6 points?
 

Byrons_Ghost said:
Or are these points what the new level costs; for example, does going from 18 to 19 cost 6 points?
That's it, I think.

Grog - damn fine work. I think "yoink" best describes the sound made while I read this thread. :)
 


Byrons_Ghost said:
Or are these points what the new level costs; for example, does going from 18 to 19 cost 6 points?

Yes. Going from 17 to 18 would cost 3 points (as per the DMG), going from 18 to 19 would cost 6 points, 19 to 20 would cost 6 points as well. So raising a stat from 17 to 20 would cost a total of 15 points.

A couple of other things I forgot to mention - stats can still only be 18 maximum at character creation (excluding racial bonuses), and while the points can be saved, they can only be spent on a level-up. This avoids situations like PCs raising their Con just as a killing blow lands, etc.
 
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Quick question- it seems quite clear in your original post that characters get these points _every_ level. Meaning that from level 1-20 you would gain 210 points (1 + 2 + 3 ... + 19 + 20 = 210). If that is so, this means that a 20th level character will be like a 235 point character. A 20 costs 12 pts beyond an 18, or 28 pts if I am not mistaken. This means that to have all 20's would take 168 points, less than 235.

I really like the concept, but that is crazy (assuming I didn't misunderstand). Perhaps only granting these bonuses at levels where you would normally gain ability increases would be more appropriate. This way you find yourself with 60 additional points, fleshing you out at a nice 85 point character, which is still excessively high imo.
 

Sounds cool, thanks for the verification.

I've gotten sort of tired of the computer RPG style buffing, and I'm thinking about seriously scaling back the magic items in my next campaign. Still using a fairly high-level of magic, just not nearly as many "gizmos". Getting rid of stat items was on the list.

Also thinking about throwing in rules from Artifacts of the Ages, Four Color to Fantasy, etc. Basically, I just want people to have a few really meaningful items instead of being decked out in the latest ensemble from Gandalf Armani....

This avoids situations like PCs raising their Con just as a killing blow lands, etc.

Though, if you wanted to institute a semi-evil "action point" type feel, you could just charge them extra to do this in the middle of a scene. :D
 

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