D&D 5E Zero to Hero: Ability Score Increases every level?

I've always like a boost could cost less earlier on. Something like your first boost is +2, then +1, then it costs two for the next +1, etc. Probably too complex but I thought shows the effects of diminishing returns.

FWIW, I ran the numbers with a starting total of 66 points instead of 60, and then awarding +1 ASI every even level (2,4,6,etc.). ASIs at award levels work normally (+2 or feat). Fighters and rogue would have to take feats maybe? Anyway, I like the lower scores early one and more consistent progression throughout the PC's career.
 

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I think it sounds interesting. Personally I'd like to have a little more variety at first level, so I might go with something like the old 3rd edition NPC array (I think it was 8. 9. 10, 11, 12, 13)
 


If you really want to do zero to hero, start with the GLOG. Roll 3d6 stats, in order.

At level 5, Glog heroes can keep going, but it's the "retirement stage" for most (they only gain special powers level 1-4, from level 5 on it's only a slight bit of HP and to-hit numers).

But you guys are different - you ascend. You are no longer a mere mortal, you are a hero! Re-create your character in 5e at level 5!!!
 

This seems to create something similar to the standard stat array. Everyone would just put a 12 in the primary stat and boost that one every level until that hits 20 at 8th level and one or two other stats leaving one at 18 or two at 14. Higher levels will start to boost the rest, but most campaigns do not last much past 10-12th level.

I like the initial idea overall. Maybe there is a way to tweak it to be easier or more varies somehow. I was thinking boosting the base start scores and +1 every other level, but that would just be like the +2 every 4 levels. Is there also some way to still gain feats this way if you want to skip the bump at 4th and 8th level. Certainly worth looking into.
It's a question of balance. I want to start the stats lower overall, but then increase them relatively quickly.

Another option might be to increase three stats with a +1 each for the first X number of levels. If this was done to level 10, it would allow for three stats at 20, or two at 20 and a mix of other stats.
 


I've always like a boost could cost less earlier on. Something like your first boost is +2, then +1, then it costs two for the next +1, etc. Probably too complex but I thought shows the effects of diminishing returns.

FWIW, I ran the numbers with a starting total of 66 points instead of 60, and then awarding +1 ASI every even level (2,4,6,etc.). ASIs at award levels work normally (+2 or feat). Fighters and rogue would have to take feats maybe? Anyway, I like the lower scores early one and more consistent progression throughout the PC's career.
I like the idea of diminishing returns and have thought about it within a 5e framework, but it would take a lot of work to do the way I would want to do it.

I have a proclivity towards simplified systems, although I see merit in this system. You could have a _2 up to 15, and then a +1 or something similar.

However, I don't mind - and fully expect - players would simply boost their main stat and then whatever they've chosen as a secondary stat under a system like this. The design goal isn't so much to choose meaningful choice at each level (so many subsystems are tied into ability modifiers that untangling this would be quite extensive IMO), but rather to give a feeling of progression due to increasing bonus. This requires the PC to have minimal bonuses at Level 1, so perhaps max a +3 to make them terrible at things and feel like real commoners, but then increase that rapidly over the next 8-9 levels to as high as possible so they feel heroic.
 

@CubicsRube ,

After a discussion the other day, here is what our table decided on for our games from this point forward:

Standard array is 14, 13, 12, 11, 10, 9.
Point-buy is 21 points, 14 max (costs 6, not 7)
Rolling: you roll d6 three times, and use the middle result, add 8. Repeat 5 times for your six scores.

Then you have a +2 ASI and +1 ASI to place where you want, but a score cannot exceed 15 (so you can't add the +2 ASI to the 14).

You gain a +1 ASI every other level, starting at level 2 (then 4, 6, 8, etc.).

This caps total bonus to +4 at level 1 (not as low as the +3 in your design), but allows the PC to grow as you suggest via ability scores.

Finally, you still get the regular ASI/feats at levels 4, 8, etc. and can use them normally: so either a quick bump to an ability score +2 or a feat.
 

The idea is nice, but terribly unbalanced between character classes.
While a fighter more or less funktions well enough, a monk will have no ability beyond what a commoner gets. Martial arts doesn't do more than what a normal pair of daggers would give...
 

The idea is nice, but terribly unbalanced between character classes.
While a fighter more or less funktions well enough, a monk will have no ability beyond what a commoner gets. Martial arts doesn't do more than what a normal pair of daggers would give...
I don't get your point on unbalanced as everyone is affected equally, but let's look at your monk statement.

A monk at level 1 can attack 2 x 1d4+1 vs a pair of daggers being 1d4+1 and 1d4 for the second - how is this different to a normal array?

Secondly, that +1 becomes a +2 at level 2, so the gap increases further. By level 4 a +3. The entire point of this method is to see a mediocre beginning grow rapidly into differentiating from a commoner array.
 

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