Stat bumps from level increase

Szatany

First Post
I've been toying with an idea that stat bumps could be the player 'rolling it' instead of a set +1 per X levels to however many stats.

Something along the lines of rolling 4d6dl for a stat and if you beat it, it increases.

Anybody thought of a developed system along these lines?

I'd rather have the amount based on ability's value. For example, each 4 levels you choose 2 ability scores and increase each by +2 if it's 12 or less, or by +1 if 13 or more. People might be compelled to raise their weaker, less important abilities this way, creating more rounded characters.
 

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Steely_Dan

First Post
It sounds like all Ability Scores will be important to every character in 5th Ed, as they might replace Defences/Saving Throws.

And Class's may grant ability score increases (Fighter +1 to Str etc).

But they also want to flatten the scaling (number boat).

I've removed 1/2 level from all Character's and Monster's Attacks, Defences and Skills in my 4th Ed campaign, I have also reduced monster HP (has really helped, less grind, no unnecessary number bloat). And instead of +X items, I grant an inherent bonus of +1 per 5 levels (!-5th level +1, 6t-10th level +2 etc) to all Character's Attacks and Defences.
 

Lanefan

Victoria Rules
I'd rather have the amount based on ability's value. For example, each 4 levels you choose 2 ability scores and increase each by +2 if it's 12 or less, or by +1 if 13 or more. People might be compelled to raise their weaker, less important abilities this way, creating more rounded characters.
Interesting, but that's still way too many increases even just over a 1-12 range, and still too pre-programmed for my taste.

One of the truly glorious (and rare, and expensive) magic items in pre-3e days was anything that would permanently boost a stat - there were various tomes and books, for example; some gave a level, others gave a stat. Having stats increase relatively often simply as a side-effect of levelling takes all the "wow" out of such items.

Lanefan
 

kitsune9

Adventurer
Something along the lines of rolling 4d6dl for a stat and if you beat it, it increases.

Anybody thought of a developed system along these lines?

This reminds me of Runequest and similar games. You got to roll above your current stat in order to increase it. In Runequest if you succeed, it can go up 2-4%. If you fail, it only goes up by 1%
 

Aurikalchos

First Post
From a roleplaying perspective, I like playing an evolving character. One way in which this happens, is from stat increases. My character might hit things repeatedly with a melee weapon. Over time, my character would become better at it(hypothetical increase to his Str stat). But by also adventuring, he is not just hitting things with a melee weapon. He is also dodging arrows, resisting mind affecting spells, etc. So at a much slower rate, his other stats he uses less often would increase.

I like the idea of class defining which stats get increased once a player has reached the point at which he does increase his primary stats. But every few levels all stats should get an increase, much like how its done in 4e.
 

Mercule

Adventurer
I don't mind the occasional upgrade -- 1e had plenty of magic pools around -- I just don't want too many. The rampant ability score bloat in 4e is the only thing I would actually call salvageable about the game. The 3e rate was about as high as I could tolerate. Given the option, I'd choose no level-based boosts or +1 every 10 levels.

If you can't be absolutely certain it doesn't mess with the balance (say, by widening the spread for specialists), then don't do it at all.
 

Connorsrpg

Adventurer
I am not big on ability increases. They have become 'expected'. I would rather then return to 'special'. I could certainly go with +1 to one ability score every tier/10 levels. (Or, at most, +1 to one score every 5 levels, but you cannot put both +'s on the same stat each tier. So you at least have to alternate).

Loving randomness, I would love to see a system like the old cavalier stat increases in play, but I can certainly understand this not being core.
 

FreeTheSlaves

Adventurer
This reminds me of Runequest and similar games. You got to roll above your current stat in order to increase it. In Runequest if you succeed, it can go up 2-4%. If you fail, it only goes up by 1%

The thing is D&D doesn't have space for fractions, and frankly I wouldn't want them cluttering the character sheet. You have a 16, or a 17, nothing in between.
 

Jeff Carlsen

Adventurer
I do think there needs to be a mechanism for stat increased beyond magic, but I don't believe that this mechanism has to be automatic. Someone above mentioned using a feat, and I could see that, though it might become to obvious a choice without serious limitations being placed on it.

Here is another thought I had that I think is cool but that I also don't advocate. Grant an ability increase every four levels as normal to represent training. At the same time, abilities scores above 17 degenerate by one point every four levels. Thus, you can use your extensive training to keep at peak human capacity, or you can focus on other abilities, but not both.
 

FreeTheSlaves

Adventurer
Also stat increases don't have to be hard tied to level increase.

To illustrate, PCs go adventuring for reasons such as to increase wealth (via treasure), prowess (via experience), and fame (via reputation of success), etc...

Make stat increases another reason.

E.g.

Enough feats of strength could result in an actual increase in strength.
 

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