I would ask yourself the question, at what point does building on a stat become redundant?
Rationale
If the player is facing increasingly difficult checks, and the stats are to pass those, then they obviously need to be able to carry out the choice-game equivalent of ‘continuous professional development’ lest the choices they made when they were young and naive come to haunt them later on and there is nothing they can do about it… but then again that might be the point? Then again if the stats are to figure out a personality type so you know what sort of MC you are writing later on, then how do you figure out if the MC is having/or wants to have, a change of heart half way through?
Example (or perhaps a little ramble)
I think it really depends what the stats are doing, e.g. Goodness, opposed Evilness, might have actions in a coffee shop, such as buying food for the beggar outside (high goodness) and taking the barista hostage (high evilness). A strength stat on the other hand tests whether you can physically carry out the action (if you chose the gym membership instead of the book club, then ‘no’ because its so expensive and ‘yes’ because you’re built like a tank). But whilst you might expect behaviour to be modifiable throughout in either direction, something like strength you might expect to be less quickly modifiable over a given timeframe… unless you choose the potion of strength before fighting the dragon in chapter 10….
So I would sum up any stat usage as: depends on context.
It must make sense in the narrative, it must make sense to the player in how it is applied, and it must be meaningful.
If you haven’t read this, I do recommend it.
10 years of disliked elements and tropes! For some interesting research.
Irreverent joke
The coder’s equivalent: “How long is a string?” ![]()
