D&D 5E How quickly should ability scores increase in 5e?

Slander

Explorer
The ability scores themselves shouldn't stray to far from their starting point (barring magic). Experience and growth are better represented by the variety and depth of what a character can accomplish. Skills, talents, feats, and the like are all better markers of character growth that ability score bumps.

Now, that said, there are some mechanics to which we've become accustom in 3E/4E that would have to change should the game no longer assume regular ability score bumps. I don't see that as a particularly difficult obstacle to design around. As long as the other areas of the game can satisfy the feeling of character growth, I'd be much happier seeing the core ability scores [mostly] static.
 

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I hadn't really thought about it, but you're right. Still, I like the flavor of the pools, wishes, and divine favor a ton better than *ding* eight-level power-up.
Better than the idea that "hah, look at these muscles, looks as if all this fighting with swords against dragons and free-climbing cliffs did help!"?

That said, I wouldn't mind forever static ability scores. It seems to me, D&D "prefers" to have them more static rather than dynamic, though I'd say logically they should change more.
 

Ichneumon

First Post
"If it's a number, it can get bigger" is a D&D truism which has been seldom violated across the game's history. Therefore, I expect to see some sort of ability increasing in DDN, though it might be more spontaneous than the preset increases of 4e.

If the system math doesn't "need" stats to grow (which would be a laudable feature) then any stat increases can be implemented as rare gifts, such as via a magical fountain or an Ent-draught. Merry and Pippin surely had their Strength scores raised by this elixir.
 

Stats are rolled. So the system needs to be robust enough to handle some stat spreads... Maybe increasing lower stats should be easier, so someone who rolled badly will catch up.
 

Number48

First Post
Picture this scenario. Ability scores have absolutely no bonuses or penalty number associated with them. They function almost purely as a the resource for skills and saves. Your ability to attack and damage is a function of your class and feats alone. In this scenario, I say bring on the racial bonuses and penalties and the leveling bonuses. Maybe a single +1 every third level.

On the other end of the spectrum, if ability scores have derived bonuses, and these bonuses are applied to a character mainly through one or two ability scores, I say no thank you. In that scenario racial modifiers and leveling doesn't make a better character to play, it just makes better numbers.
 

Ti-bob

Explorer
My suggestion: ability scores increase as a function of class level.

For example, at level 1, 3, 9, 15 and 21, a Fighter gains +1 strength; at level 6, 12 and 18, it gains +1 constitution or dexterity.
For example, at level 1, 3, 9, 15 and 21, a Rogue gain +1 dexterity; at level 6, 12 and 18, it gains +1 intelligence or charisma.
For example, at level 1, 3, 9, 15 and 21, a Cleric gain +1 wisdom; at level 6, 12 and 18, it gains +1 constitution or charisma.
For example, at level 1, 3, 9, 15 and 21, a Wizard gain +1 intelligence ; at level 6, 12 and 18, it gains +1 wisdom or dexterity.
 

Li Shenron

Legend
I would like them mostly static.

The game is still full of hundreds of other numbers going up to represent what the characters have learned.

I don't want human characters that can pull-up a dinosaur with bare hands or can outrun a cheetah. That's what superheros do, and I do not want D&D to be a superhero game.

If I wanted to play a superhero game, it would be dead easy to just give everyone a huge free bonus in one or more ability scores. I just don't want it to be the default or starting point for a regular D&D game.
 

Hassassin

First Post
+1 / 4 levels, but not above racial maximum (18 for humans).

This allows a nice increase over the life of the campaign, but mainly allows those who rolled worse to catch up. If your Wizard started with Int 18 you'll be increasing secondary abilities instead.
 

Minigiant

Legend
Supporter
I believe PC should be able to train their abilities. Just as real people can increase their strength and smarts via training.

Old school 1e no increases made no sense to me. 3e was sort of okay but it was too freeform. And 4e, too much.

I would have them tied to class, slightly to race, with a minor free point here and there. Then have a cap on Ability Mod.

I'd go 4th, 5th, 8th, 10th and 12th. At 4th, 8th, and 12th, you can increase an ability by 1. But it can't be your race's penalty ability unless it is your classes primary (so no +1 Str to Halflings unless they are fighters or paladins). At 5th and 10th, it is your free choice with no restriction.

But the highest Ability modifiers would be (let's say) +6 because after 22, modifiers don't increase. So Half orc fighters will get to the Str cap fast but other race class could get there easy too.
 

BobTheNob

First Post
This is a nicely spread series of opinions(and thanks to all for keeping it civil). It seems to have advocates for dynamic growth and those which would prefer a more static approach. To me this seems to be a prime candidate for options.

That said, it will be interesting to see who that will fit into balancing
 

Hassassin

First Post
That said, it will be interesting to see who that will fit into balancing

I think a cap would be the easiest way to balance it. You need to allow at least 8-18 range of abilities in any case, so as long as abilities increase only within that (or a slightly larger) range, further balance issues are small.
 

Mercule

Adventurer
Better than the idea that "hah, look at these muscles, looks as if all this fighting with swords against dragons and free-climbing cliffs did help!"?
I don't mind some ability to increase stats. I just didn't care for the inflation that happened in 3e and beyond. I've always viewed 18 as the human limit, barring something supernatural, so a character starting with an 18, then passing to 23 naturally, and having the +6 belt assumed rubs me a bit wrong.

I actually am in favor of a str 16 character being able to bump his strength to 17 or even 18. I also don't really have a problem with the strength 18 character working to 20, I guess. It's a matter of scale, which is why I suggested a cap.

It would also be interesting to require a character to spend a precious feat on a stat boost. That turns it from a ubiquitous, assumed freebie to an option that must be weighed against other options.
 

Lanefan

Victoria Rules
I prefer a modest increase, if any.

I would do something like the 1e Unearthed Arcana rules for cavaliers but make it universal.

Every character starts with a stat and a percentile die roll. Every level, roll 2d10 and add to the percentile.

Cap it at racial maximum.
Ding!

This is almost exactly what we've been doing for ages, except the percentile increments can take you beyond your racial maximum. At roll-up you can choose two or three stats to advance via percentiles, of which one must be your "primary" stat e.g. Str for Fighters, Int for Wizard types, etc.; if you choose two they go up a bit faster than if you choose three*. But, some things to consider:

- this works better in a game with fewer levels
- this interacts VERY badly with 1e 18.xx percentile Str scores; we ended up breaking the various 18.xx's into their own whole numbers (thus 18.41 became 19 etc. up to 18.00 becoming 24) and jumped Hill Giants that used to be 19 up to 25
- it is really easy to speed up or slow down the stat advances by tweaking what dice are rolled for increase at each level. The 1e Cavalier used 2d10 per level above 1st; if you want faster increase you could use 4d6 or even 4d8, for slower use 2d6, and so on

* - in my current game if you choose to advance two stats the primary gets 3d8 per level after 1st and the secondary 2d6; if you have three advancing the primary gets 2d8 and the other two get 1d10 each

And yes, I too prefer very modest by-level stat increases. I don't mind them coming from one-shot magics such as those found in some classic modules, and I've mostly made wishes almost a random interrupt rather than something you can just go and buy or know where to find; most of the time people don't even know they have a wish available (e.g. from a Luckblade) until they say "I wish..." at some point and it happens** - by which time it's too late! I can't remember the last time - if ever - a wish was used in one of my games to increase a stat.

** - and even if there are no outstanding wishes, every time I hear someone say "I wish ..." at the table I roll some dice anyway and say "no", just to keep 'em guessing.

Lan-"brought half a party back to life with a wish while field-testing a magic item"-efan
 

Grazzt

Demon Lord
+1 / 4 levels, but not above racial maximum (18 for humans).

This allows a nice increase over the life of the campaign, but mainly allows those who rolled worse to catch up. If your Wizard started with Int 18 you'll be increasing secondary abilities instead.

I agree, though I might say +1 per 5 levels not 4. But definitely not above racial max.
 

kitsune9

Adventurer
I prefer Ability Scores to remain the same from character creation but Ability Score Bonuses to be potentially increased during leveling depending on the focus of the player/character during gameplay and advancement.

I agree with this. If someone wants to run a gritty campaign, have it few and far in between. Have a high-powered campaign, the go for the 4e treatment.
 

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