Another thing you may want to realize, as far as stock, is that each stat means something, so if you increase the stat by 10, you'll need to go thru all the code and look at what each part does to make sure things aren't "too" over powered. I'm of the opinion, bigger is definitely not better.
I use a lot of equations in my mud that determine what bonuses each stat has, and several stats rely on eachother. When I first started trying calculations, I tried intervals of 25, up to 100 to see how the computations would take effect (imagine 9 skills, at 100 points each ) in the end, I found that keeping 25, but making it harder to get to 25 would make the game more interesting, rather than Diablo 2/warcraft 3 style over stating to make "uber" powerful characters.

