+1 stat point per level?


Homebrew and House Rules


Proposed house rule: you get a stat increase each level. The stat increase belts and headbands are removed from the game. The WBL is reduced somewhat to compensate, and you cannot add more than 8 total points to the same stat. Cannot add to the same stat in back to back levels.

Intended effects - eliminate the homogeneity of everyone always working toward the next tier of stat boosting item. Make the stat boosting spells (Bull's Strength, Cat's Grace, etc) actually useful spells to have. Also give more weight to the occasional other item that increase a stat. Lessen (somewhat) the need for ye olde Magic Shoppe (though I don't hate it as much as some).

Unintended effects - that's where you guys come in. Anything I'm not considering that I should tweak or reasons this isn't a good idea?


It doesn't seem to be terrible. You end up with the PCs giving up a potential +11 in level-based and headband/belt additions at level 20 to a single stat for a potential +8 (+12 with temporary spell) at 16th.

The thing I'd watch for is the strategy of PCs always wanting to buff up with that stat boosting spell before breaking down a door and entering a room. One thing the boosting items do is obviate the desire to play that strategy - the items, in effect, make that boost always on.

On the topic of the belt/headband making the boost always on - that is a bookkeeping convenience. Don't underestimate the inability of a player to remember their bonuses if they're temporary.


Not that great a way to handle it as you have it now. Needs tweaking.

I'd say a +1 to all stats at 5, 10, 15, and 20.

+1 to two stats at 3, 6, 9, 12, 15, 18.

You'd probably want to incorporate automatic AC increases as well. Such as a base AC of 10 + Level instead of just 10. Or lower that down a bit and just reduce some of the AC increasers. Might want to consider consolidating AC bonus types so you can't get a bunch of defunct bonuses from spells that items no longer allow. Fixing the AC silliness probably requires the most work, really, since AC doesn't scale but you need it to. Hence there are tons of ways to get AC.

And you'd want to have increasing saves to remove cloaks of resistance. +1 every 4 levels should work, or even +1 every 3.


Thanks for response.

Bear in mind when considering what they're giving up that other items that give ability score bonuses would also stack. I think I'd probably cap that at +4 for a total cap of +10 (from enhancement bonuses + level based). Ioun stones come to mind.


Drachasor wrote:

Not that great a way to handle it as you have it now. Needs tweaking.

I'd say a +1 to all stats at 5, 10, 15, and 20.

+1 to two stats at 3, 6, 9, 12, 15, 18.

You'd probably want to incorporate automatic AC increases as well. Such as a base AC of 10 + Level instead of just 10. Or lower that down a bit and just reduce some of the AC increasers. Might want to consider consolidating AC bonus types so you can't get a bunch of defunct bonuses from spells that items no longer allow. Fixing the AC silliness probably requires the most work, really, since AC doesn't scale but you need it to. Hence there are tons of ways to get AC.

And you'd want to have increasing saves to remove cloaks of resistance. +1 every 4 levels should work, or even +1 every 3.

Though I am interested in also eliminating the ring of protection/cloak of resistance the same way, I'd like to keep this thread restricted to ability scores.

Would you care to elaborate as to what needs tweaking and how your method addresses those issues? I don't see what the difference would be, overall. Your method makes it less gradual and less customizable. Also, I'm giving them 20 stat points, you're giving them 36, although still no more than 10 to a single stat.


Well, normally they get +5 to a Stat just from leveling. Then they get another +6 from an item. So your +8 limit actually reduces the max stat that the game is balanced on. It's rather assumed that you'll have +8 to one stat by 12th level (+6 item, and at least two of your level-up bonuses if not 3).

Spreading out the bonuses doesn't really affect much, save making characters look a little less hyper-specialized. That's one reason to giving two bonuses at once, because then they need to put them into a different stats.

Net effect with what I said was +4 to all stats at 20 and up to +5 to two stats or +6 to two stats. Though given that few characters have a big focus on just one secondary stat, one of the +5/+6 is likely to be split up among multiple stats.

Net effect is something very similar to using existing items, especially since there are items that give bonuses to multiple stats. There are likely some extra stats here and there, but some bonuses to stats you basically never use won't really affect much of anything. It also gives a nice feeling of gaining power and advanced when everything goes up. What it does do is help maintain some of the relative focus in stats (again, rather than hyperspecialization) so characters seem a bit more rounded.

The only thing it doesn't take into account is Inherent Bonuses, of course. Those are a pretty late game thing, however.


What if this where 2 point buy points a level?


christos gurd wrote:
What if this where 2 point buy points a level?

It would extremely hurt high stat classes.

Consider, their point buy is previous Cost + Modifier.

So from 18-19 will be 4 points, 19-20 5 points, 20-21 5 points, 21-22 6 points, etc.

Just upgrading your 18 to a 19 will cost you two levels worth of points. Where as classes like the paladin and monk who want all around good stats will be able to keep paying for the low stats and their costs will remain low much longer.

I don't really mind giving the monk a boost, but paladins, rangers, and magus really do not need the help here.


Khrysaor wrote:

I've thought about something similar, but you have to restrict the rate that they can put bonuses into each stat. A player could have a 20 start stat with another +8 by level 8 for a 28 total which gives a +9 bonus. +9 on spell DCs can make casters overpowered or even make saves too easy to make for your PCs. A +9 for melee greatly increases the chance to hit. Also gives some big damage to the 2 handers.

A point a level, same stat once every 2 levels tops and cap it at 8 points invested max.

Sorry, I'm a bit confused. This is exactly how I proposed it would work.


Sorry missed the back to back line. Thought you were letting them go a full 8 levels.


Thomas Long 175 wrote:
christos gurd wrote:
What if this where 2 point buy points a level?

It would extremely hurt high stat classes.

Consider, their point buy is previous Cost + Modifier.

So from 18-19 will be 4 points, 19-20 5 points, 20-21 5 points, 21-22 6 points, etc.

Just upgrading your 18 to a 19 will cost you two levels worth of points. Where as classes like the paladin and monk who want all around good stats will be able to keep paying for the low stats and their costs will remain low much longer.

I don't really mind giving the monk a boost, but paladins, rangers, and magus really do not need the help here.

what i proposed still benfits SAD classes, just not as much as MAD. The idea is to reduce the reliance on stat boosting. SAD classes already are less dependant on them, as their primary focus is on raising their single stat, whereas the MAD classes have to invest more gold to cover their various required scores. Yes paladins and the like don't need a boost, but wizards need it far less.


christos gurd wrote:
what i proposed still benfits SAD classes, just not as much as MAD. The idea is to reduce the reliance on stat boosting. SAD classes already are less dependant on them, as their primary focus is on raising their single stat, whereas the MAD classes have to invest more gold to cover their various required scores. Yes paladins and the like don't need a boost, but wizards need it far less.

While this is true, many of the "MAD" classes are already tier 1 classes. As much as I may love the monk, he needs his own stuff, not to rework how ability scores boost to benefit him solely. Other than him there is no MAD class (maybe the rogue) that comes to mind that's really in need of help.


Thomas Long 175 wrote:
christos gurd wrote:
what i proposed still benfits SAD classes, just not as much as MAD. The idea is to reduce the reliance on stat boosting. SAD classes already are less dependant on them, as their primary focus is on raising their single stat, whereas the MAD classes have to invest more gold to cover their various required scores. Yes paladins and the like don't need a boost, but wizards need it far less.

While this is true, many of the "MAD" classes are already tier 1 classes. As much as I may love the monk, he needs his own stuff, not to rework how ability scores boost to benefit him solely. Other than him there is no MAD class (maybe the rogue) that comes to mind that's really in need of help.

I don't think you and i are using the same tier system.


Which MAD class is tier 1!!!?


Trogdar wrote:
Which MAD class is tier 1!!!?

Paladins are arguably the best martial, coming in at least close with barbarian and are definitely tier 1 with the assortment of healing, buffs, and damage they do, along with their many many defenses.

Christos gurd wrote:
I don't think you and i are using the same tier system.

Alchemists, paladins, magus, monks,maybe a tad bit rangers (not much though), Inquisitors.

Inquisitors and alchemists both have spell casting, a good number of skills, i.e. a ton of utility, and are still very solid combatants. They're at least tier 2 on a 4 tier scale. Magus, spellcasting with limited list, Int based so ends up with good skills, great damage and versatility in and out of combat. Rangers, skills and combat with some spell casting. Paladins combat and spell casting but excellent face character. only monks really fall flat.


For my homebrew campaign I use +1 to two different stats at level 4,8,14, and 18 & +1 to all 6 stats at level 11 and 21.

Verdant Wheel

what about +1 every even level, no back-to-backs?


Thomas Long 175 wrote:
Trogdar wrote:
Which MAD class is tier 1!!!?
Paladins are arguably the best martial, coming in at least close with barbarian and are definitely tier 1 with the assortment of healing, buffs, and damage they do, along with their many many defenses.

Paladins aren't Tier 1, nor are Barbarians. You need to be able to solve in problem in almost any way with prep. They aren't even Tier 2. They're Tier 3 at best and the Barbarian is T4. Yeah, the Barbarian does a lot of damage, but he doesn't really do anything else. Lack of Flexibility precludes T3.

Being powerful in a variety of ways (good flexibility) but not having world altering power is T3, not T2 or T1.

Dark Archive

I have house ruled normally in my games +1 to two ability stats every 4 levels, but I do like the idea that every so often +1 to all stats...interesting.

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