No, it's not a big deal. Except for two things: one, this isn't a choice the player can make; it's an arbitrary rule that can be changed without actually affecting game balance, and two, it also prevents--as I keep saying--that halfling from being having a high Constitution, Intelligence, Wisdom, or Charisma as well.
Seriously, I think I must have asked this question at least a half a dozen times and nobody I have asked it of has answered it. You want to say there's no way a halfling can ever be as physically strong as a goliath? Fine. Then why can't they choose to put a +2 bonus into Con, Int, Wis, or Cha?
Give me one reason.
Do you really want a reason.? Will you actually consider the reason? Here are a few for you:
- Culture
- Genetics
- And the biggest one of all: Rules. The game runs on rules.
Here is a question for you: Why can't my rogue gain a totem spirit from the barbarian class? Why can't my wizard learn to have extra skills like the rogue or bard? Why can't my paladin learn all druid spells? Why can't my fighter learn to cast high level wizard spells? Why can't my sorcerer know how to use martial weapons?
All of these work to the same logic. Couldn't the gods have blessed my first level fighter to also be able to cast all first level wizard spells? Couldn't my rogue just be an outlier or have grown up around barbarians, that he automatically gets to use the totem features?
The answer is rules. They exist.
Having fixed ASIs means that the halflings' Hat is going to be rogue. It means that the goliaths' and orc's Hat is going to be smashy martials. It means that the gnomes' Hat is going to be wizardry. And as some people in this thread have said, the fixed ASIs actively restrict people from being anything else--only many of them think that's a good thing.
This is absolutely true - for min/maxers. Most of the players I play with have half-orc wizards. They have dragonborn rogues. They have gnome barbarians. The Hat is not only on your head, but in your head. It is a +1. If you really want to be a gnome barbarian, but can't make yourself do it because you only start with a 15 strength instead of 16, then that is a wall you built.
OK, one, that's what a session 0 is for; it's also knowing the people you've been playing with. I've gamed with the people at my table for anywhere from a couple of years to over twenty years.
Absolutely correct. It is what session zero is for. Except now, as has been said many times, there is only one option instead of two.
Two, see above: a realist player has the option of putting their ASI in whatever stat feels the most realistic to them.
Of course.
Three, as long as the other players didn't mysteriously roll all of their stats in the upper teens, then where they put their stats doesn't actually affect you in any way.
If this were true. If other players' numbers didn't effect you or the people you played with, then there would be no need to - MUST HAVE - a 16 starting in your primary stat. I mean, if it doesn't bother you or any of your players, then the goliath with 16 strength and the halfling with 15 strength doesn't matter. Right?
But it's a system that's always changing. It's why we don't require paladins to be lawful good humans anymore. It's why we allow dwarf wizards. It's why #NotAllDrow. It's why we don't lose XP for changing alignment. It's why I can play a female character who is as strong as any male character.
And as I have said many times, yes it does. And I like the changes. I do not prefer them in the middle of an edition, especially when they clunky.