the Jester
Legend
I've used that system ("reroll everything and take the old or new, whichever is better") for hit point advancement.
We use the same thing but you can only have 2 or 3 stats increasing, if 3 then they all go up a bit slower. One of these must always be your primary stat.You actually added the result of 2d10 to the percentile. Kept the stat inflation fairly modest.
The last 1e campaign I ran longterm used this variant for all 6 ability scores. The players enjoyed the bonus and the occassional stat increase, but the overall effect was pretty modest. We played from 1 to 9 and most characters ended up with 2 stat increases of 1 each.
We use the same thing but you can only have 2 or 3 stats increasing, if 3 then they all go up a bit slower. One of these must always be your primary stat.
Our games tend to go 1-10 and it's possible for a percentile stat to not move at all during that - I know, as I've done it. (stat started at xx.01 due to bad luck, by 11th level it had ground its way up to xx.72 due to more bad rolling; where xx is a number I don't remember but is the same in both cases)
I far prefer this system, where there's some randomness as to when and if a stat might go up, than the programmed stat bumps of 3e and 4e.
Note however that it interacts very badly with the 1e 18.xx exceptional strength system unless the various to-hit/damage increments get broken out into their own whole integers thus the old 18.41 becomes 19 etc. up to the old Hill Giant strength of 19 becoming 25. We did this ages ago too.
Lanefan