D&D 5E Ability Score Increases (I've changed my mind.)

That it worked for you isn't proof that it works universally and doesn't remove the proof that discussions are still happening on these boards, despite the purported qualities of "natural language".

A few people out of many millions having arguments doesn't show anything.

Recently people in this forum argued that the rule 'Druids won't wear metal armour' is unclear and confusing.

People will argue about everything. That doesn't mean the rules are written poorly.

99.9% of the players have no problem with them.
 

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A few people out of many millions having arguments doesn't show anything.

Recently people in this forum argued that the rule 'Druids won't wear metal armour' is unclear and confusing.

People will argue about everything. That doesn't mean the rules are written poorly.

It's the exact result of them being written in natural language. They won't wear metal armor. Technical writing would mention what penalty is incurred by doing so (social? magical? a vague feeling of unease with no mechanical impact? nothing at all and the druid will realize it's just a story told from one druid to another druid and that they can, absolutely, wear metal armor? and then realize he'll spend his afterlife in a cauldron of boiling lead for his transgression?) or state if the intent was it is physically impossible for them to wear metal armor instead of just letting the DM imagine an answer as to what happen if a druid ever tries to put on a metal armor, or if a metal gauntlet or helmet is an armor or not. If 99% of druid players don't have a problem with the way druid and metal armor is written, it's because their DM did the job of providing additional rules (ranging from "nothing happens" to "you die in unsufferable pain") clarifiying the ambiguous natural language, not because natural language made it clear what would happen if a druid ever wore metal armor, or even what, exactly, is a metal armor.
 
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I've never seen or heard of anyone doing that, but I'm sure they exist. They are likely worried about the mechanical swing of rolled stats unbalancing the game. I would say that they would be far better served finding a rolling ruleset that flattens to the curve to prevent that swing, rather than outright banning it. There are many many rolling systems, and I'm sure one of them is designed with that in mind.
Many have said it in threads here and on the D&D forum prior to its closing.
No, not even close, and you know it. Being able to have two classes at level 1 is MASSIVELY overpowered. Such a PC would overshadow every other character at the table. This does not happen with taking the standard array. In fact, if you take the standard array and someone else rolls well, you are likely to be weaker than them. This is why WoTC made both options standard. You can try the false equivalence game all you want, but most things you are going to try and pull are going to be pure power increases, and the Standard Array is not.
That's just a justification for why they have taken control of your character like that(it's really not control of your character, just like setting the stat generation method isn't.). I also have a justification for engaging in an identical level of control(it's not control).

You are correct that the justifications are not the same, though, but since I wasn't equating those things it's not a False Equivalence. Your Strawman where you've fictionalized me arguing over the justifications is noted.
Ah right, my apologies. I was misremembering your position on the Druid. That one is my bad.
As is the Necromancer bit.
As long as no one who wants to have different fun tries to go to your table, then you kick them, because they aren't conforming to your fun.
No one is entitled to different fun at the expense of my fun. Just like I'm not entitled to different fun at the expense of theirs. If they come to my table, they should only do so if the rules at my table fit within their spectrum of enjoyment. Same if I go to theirs. At no point is any new player entitled to come into a game and expect it to change to suit their needs.
So, someone comes to your table wanting to use Thieves Cant, which you think is dumb and you don't like, and you are fine with it.
Yep. I allow halflings, gnomes, and other races that I personally don't like. While I don't like them, it doesn't impact my enjoyment if others do.
Someone comes to your table wanting to use the standard array, which you think is dumb and you don't like, and you are going to ask them to leave because the only fun allowed at your table is rolling stats.
No. If someone comes to my table wanting to use the standard array, which is far more unrealistic and will impact my enjoyment of the game I'm going to say no. Whether they leave or not is up to them. They just aren't going to be using an array.

What I said is that if they aren't going to enjoy a game where they roll stats, they should find a different game where they can have enjoyment.
This is part of my issue Max, this is just an arbitrary decision you made, something I know personally has impacted friends (not at your table specifically) and there is no reason for it.
Typically, you've completely altered what I said and then argued against your fictionalization. What was the word for that again. :unsure:
And it does, that is the 10% of the player base. Saying that about half of all people will use one of two options isn't assuming any "specific" individual is using the array, it is assuming the array is being used by part of the player base. Now, this is obviously not the most accurate data, but when they were designing the game and had 0 players because it wasn't released, this is exactly the type of assumptions they would have worked from.
They had math. They would have known that a significant portion of PCs would not have a 16+ to start and would have accounted for it.
Well, since they never once state that any of the rules are "realistic" how about I do some quick equivalence instead. You say that rolling is realistic (the game does not, it makes no comment on how realistic rolling is. This is your personal assumption). The Devs said that the array is equal to rolling in basically all ways. There was no commentary on it being different in any way other than being less random for the specific individual character. Therefore, it should be equally realistic.
I said rolling is more realistic. Bring up that the game does not say it is a red herring. It's an irrelevant distraction. It doesn't matter if the game says it or not.
So, you are going to call on "realism" by lightly referencing the real world. I show you that the real world doesn't conform to your "realism" and I'm wrong because there is an extreme end of the spectrum? The point is that you are clinging to a very specific part of that continuum, and making bold claims based entirely upon how "real" it is, but it isn't real. And if it isn't real, and that level of realism isn't impacted by simply letting things shift slightly, then claiming we can't change it because it wouldn't be "real" any more is a bit of nonsense.
Realism is a spectrum with reality at the extreme end. Nobody here is arguing for reality, so bring up the extreme end as some sort of refutation is at best wrong. Rolling stats is more realistic than everyone having an array. That doesn't mean that rolling stats mirrors or tries to mirror what reality is.
 

Dear @Maxperson
We use the standard array. Works out quite fine.
Buuuuut!
If we so choose to roll stats, we will have all players (6 of them) rolling one stat on 4d6L. Then all characters will be made on the six stats that have been generated this way. Why?
Simple. It sucks when you are the one that rolls a barely viable character. It removes the fun and consciously or not, the actions of the player will lead to events so that such character will die. I have seen this so many times that at some point, it became irksome to have one roll so high that all the stats of the character are above 16 and one that has a character that barely makes a total of +3 in 3 stats... a single 13 as its highest but no penalties. I do not know if you allow such a character it is a perfectly valid character but very dull to play. Especialy when your highest stat is the lower than the lower stat of the character right beside you...

The standard array is much more convenient, but each player rolling one stat for all their PCs works best. I note the results and every new character in that campaign will start with these rolled stats.

But with rolled stats comes a new parameter.
No multiclassing allowed. Why? Because the temptation into multiclassing when you rolled an above average set of stats becomes to strong to resist and powergaming sets in. All twelve players agreed on that and it was not even my suggestion, it came from one of the player. A power gamer that knows he would not be able to resist the temptation.

So when you roll, do you have different rules? What do you do? I am genuinely curious of your gaming environment.
 

The Devs said that the array is equal to rolling in basically all ways.
I overlooked that in my first response. You're going to need to quote them saying that explicit thing, because making it a default method is not even remotely close to saying that arrays and rolling as equal in basically all ways.
 

Dear @Maxperson
We use the standard array. Works out quite fine.
Sure. My issue isn't for balance reasons. Arrays should work out fine. My issue is realism based.
If we so choose to roll stats, we will have all players (6 of them) rolling one stat on 4d6L. Then all characters will be made on the six stats that have been generated this way. Why?
I had a friend who ran a one shot and did it that way. I grudgingly accepted it, because it was a friend, it was a one shot, and we technically rolled. I didn't like it at all and wouldn't do it again. :)
Simple. It sucks when you are the one that rolls a barely viable character. It removes the fun and consciously or not, the actions of the player will lead to events so that such character will die. I have seen this so many times that at some point, it became irksome to have one roll so high that all the stats of the character are above 16 and one that has a character that barely makes a total of +3 in 3 stats... a single 13 as its highest but no penalties. I do not know if you allow such a character it is a perfectly valid character but very dull to play. Especialy when your highest stat is the lower than the lower stat of the character right beside you...
This is very much group dependent. Having one or two roll very well compared to others at my table happens fairly often. It doesn't impact our enjoyment at all.

We tend not to end up with PCs where a 13 is the highest, because I tweak the 4d6-L method. We do 3d6 straight up for two stats, 4d6-L for two stats, and 5d6-2L for 2 stats. They choose which stats get which numbers of dice before die rolling starts.
No multiclassing allowed. Why? Because the temptation into multiclassing when you rolled an above average set of stats becomes to strong to resist and powergaming sets in. All twelve players agreed on that and it was not even my suggestion, it came from one of the player. A power gamer that knows he would not be able to resist the temptation.
I only have one powergamer in my group and he prefers single class in 5e.
So when you roll, do you have different rules? What do you do? I am genuinely curious of your gaming environment.
See above. We also set a floor for stats. If you look at the array and add up the numbers, it comes to 72. Should bad luck set in and a set of stats is below 72, they roll a d6, 1 for strength, 2 for dexterity, etc. and raise that stat by +1. They do so until the stats add up to 72. Stats cannot go above 18 that way.
 

No. Simply no. What I'm saying is that sometimes you are not even aware of what you are doing. It happens to me all the time. I can't count the number of times when I was sort of dissatisfied with something in a game or another, without being able to point out what the problem was. In some cases, it was external, in others it was with me (for example for disengaging from remote games for one reason or another and then just feeling dissatisfied with it, which was very easily solved by making sure I was engaged, taking notes, writing summaries, etc.).

"you might not be aware you are doing it" is not the same as "be honest with yourself". It also assumes I am not self-reflective enough to realize why I do the things I do. Either way, this you telling me that you know me better than I know myself.

My apologies if you took it this way, it was certainly not the intent, believe it or not. I am certainly not calling you a liar.

I am willing to give you the benefit of the doubt, but you have to understand that the way you have been posting has consistently implied that everyone who is disagreeing with you, or who has put forth examples is lying and trying to deceive you, because we are reallly all powergamers who want the most technically powerful things for all the wrong reasons.

Oh, stop that, everyone is dishonest with themselves more or less continuously.

Which is why I have taken great pains to self-reflect and try and catch myself when I do so. Which is why you, who do not know me, is constantly telling me that I have no idea what I am really thinking or feeling is very frustrating.

No, sorry, it's not the way it's presented. If it's a choice at a level that oyu just obtained, then just ask your DM what the ruling is, where is the difficulty in that ? Asking a DM, at the start of the campaign, what al lhis rulings will be so that you can build a progression over the next 20 levels is powergaming, undeniably.

You understand how people work right? The entire point of the post was that people will ask this question, and then there will be disagreement. Maybe the player did ask when they leveled up, and the DM went "hmm, this is unclear, let me check with the internet so I don't make the wrong call" (yes, I know that whatever ruling they make is the "right call" for their table, but people like validation and often ask others to confirm their decisions are correct, especially in a complex ruleset) and then the discussion starts online.

Or maybe they ask at level 1, because they know they want to take armorer, and they don't get a new cantrip until level 10, so they want to make sure that the cantrip they take now will be usuable at level 3 when they are going to have this unclear interaction.

The problem is, you can't read minds. You have no idea what their "real intent" is. Some people just like planning ahead. I've met people with sticky note boards who are planning out their next year in advance. I think those people are crazy, but since they exist it is easy to imagine a player might take five minutes to plan out their choices for the next few levels.

I would tell him for a local situation in general, but again this is not what we are discussing here, we were on the "the DM must divulge in advance of the campaign all the rules he is going to use", which is just ridiculous

Every single rule, even the ones he hasn't come up with? Clearly ridiculous. A lot of them so we get an idea of how they will likely handle situations? No, it isn't ridiculous, it is making sure that the expectations match and everyone is on the same page.

Although, thinking about the case above, I would probably give a rough idea as to whether it was easy, dangerous or suicidal, but I would not give precise numbers. And I would not wait for hours for the players to decide and minmax all options. And I would certainly not explore all hypothetical situations with players so that they can decide on a build or another.


And if he asks at a specific point during his character development, it's fine. But if it's to create a 20-level build, no. It's not the point of the game as I see it.

And no one is talking about hours of minmaxing or dozens of hypotheticals. But, you know, if a player chooses a Thief Rogue because they want to use their Fast Hands ability to throw Alchemist Fire, and the DM is going to rule that Alchemist Fire takes an attack action and Fast Hands doesn't allow for that, then that is a pretty fundamental part of their character that just got changed. Maybe enough that they want to play a different character now, because the only reason they went with Thief was to throw alchemist fire.

And right now, you are just going to accuse them of being a "powergamer" because you think they are only thinking about the power of the ability, but they are thinking about the story of a guy throwing bombs all over the battlefield. You can keep judging people by what you think their intent is, but I don't think you are going to get very far with that.

And it's a DM's right to keep some information hidden, and to leave his options open. Just as an example, it might be that, at some point in time, the campaign will shift to another plane with other physics. Maybe some spells will not function, or function differently. Should he inform the players in advance so that they can plan for this at build time ? No, it's just ridiculous.

And no one is suggesting this, though it might be fair to allow an arcana check to figure this out once the player's end up there, if this is a known plane of existence. And I certainly would be very cautious about doing this in the first place, because there is no way for the player's to make meaningful decisions in the story if they have no idea what is going on. Perhaps a short rest spent studying the effects of the plane on their magic to get an idea of the changes they are facing?

But, before the game starts? Obviously not. Though, I will also point out that I wonder about the point of homebrewing a plane of existence specifically to mess up certain spells the players are using. It is often a bit heavy-handed I've found.

At level 1, when a character has never cast a fireball in his life and will not for several years, why would he know what happens if it turns to frost ? After that, maybe, during the adventures, he can research that. But until there is in character reason for having that knowledge, why would the player possess it ? The ONLY reason that a player might insist on that is because he is afraid for his precious power curve.

What about at level 4 when they take the feat and they are one level away from learning fireball? Is there still no reason they would know what happens if they cast a spell they are studying using an effect they know? Maybe the player is asking you early just because they know they are planning on taking the feat to be Elsa and they are curious about how you are going to handle things. Maybe they want to catch everything on the ground on fire, because they like the idea of their spell being shunting all the heat out of an area and into the ground.

You keep judging that their only intent and their only concern is power. With zero evidence other than "you know their type"

And this is where the selfishness of the powergamer shows itself. He does not care about the campaign and what will happen there. He does not care about the circumstances, the NPCs encountered, the situations, and especially he does not care about the other players, what they will do, etc. He only cares about guaranteeing his own personal power curve throughout the levels.

Seeing this, it almost makes we want to allow all powergaming options so that a powergamer imagines his best dream come true, and then create a cataclysm on the campaign world that completely changes simple basic rules of magic and screws up everything. Most players would adapt, change their tack, and consider it a challenge, make it part of their story, etc. But the powergamer would just be lost without his precious build and his early level options all chosen in preparation for a future that would never happen.

Of course, I would never do this, as I respect my players too much for it, but honestly, it's all that this behaviour deserves. Just FYI, in our campaigns, were we all love Planescape, changes of context happen all the time, magic works or not, some school are dangerous or skewed, etc. The players adapt at the time, find solutions, live the story about these difficulties. The sorceress sent into Avernus finds a solution for her fire magic in the game, not only in a rulebook for optimising purposes.

And I'm glad she had fun, but you know if a person's story is they want to play a pyro who uses fire, and then you make all fire magic worthless, you've pretty well slaughtered the story they want to play. Sure, in real life when your plans are upended and ruined and everything changes, you have no choice but to adapt, but in a game the player would have been more than happy to play something else, and then let their pyro character shine in a different game. That isn't powergaming, that is just avoiding unneeded frustrations.

And this is why people also keep getting annoyed at you. You really think that people who are powergamers care for nothing but personal power, yet you have at least one poster on here who is a proud power-gamer and they powergame for GROUP power. And then you accuse other people of being powergamers because we want to be in-line with the curve, and therefore by association we are selfish jerks who don't care whose fun we ruin as long as imaginary numbers get bigger.

And also FYI, no, I don't know at the start of the campaign all the rulings I'll make (it's an absolutely ridiculous demand to make),

Which is why no one is making it. What we are acknowleding is that there are certain points of the rules that are heavily debated. And, the players who know this, often ask the DM how they fall on those rules. Not to selfishly destroy the game, or because they are obsessed with power, but because they figure it is likely to come up and they'd rather ask before the game rather than have to interrupt the game to ask you then. They may be trying to be considerate, and instead you will accuse them of being selfish.

and I don't even know all the circumstances of the campaign, because I run sandboxes where the players can go almost where they want in the multiverse to solve what they want to solve. For example, in Avernus, they've had the opportunity to go to other planes of Hell, a PC Bhaalspawn want to go to Gehenna and Hades, they had the opportunity to take the Infinite Staircase and took it, and now want to go to Sigil, they have a side intrigue with a rakshasa prince that might take them to a Domain of Dread, etc. In each of these cases, the circumstances will be different and the answers to "what happens to a cold fireball?" might be different in Caina and on Avernus. I don't want to gimp myself and our collective imagination just for the sake of the POWER of one powergaming PC.

Then don't. An easy "this is the standard way, but different planes have different rules" is likely sufficient. And, if they know planar travel is going to be a big thing, then they can study the planes and have a reason to know things like how the different planes affect magic. This isn't about "gimping" collective imagination, it is about trying to figure out what the collective imagination is, because people have different views.

And what I certainly don't want is to have him whinge every step of the way because his masterful plan to be more powerful is gimped at every turn because of local rulings.

Especially since, FYI, I almost never refuse a backtrack on a character's choice, even from 10 levels ago. There are two notable exceptions, one is if the choice was iconic for the character, is part of his history and is well known by the party and the adversary, i.e. a kind of signature move or spell. And the other one is obviously refusing backtracks made for pure powergaming purposes, like suddenly needing a choice that could have been made at a low level but was not taken because it ws not optimal at levels 1-10 but suddenly becomes really powerful because of a synergy at level 11.

And what if they are getting rid of something they haven't used for six levels? Are they not allowed to pick a good option because now that option is good when before it wasn't? When they retrain abilities are they supposed to analyze every option and then pick the one that doesn't increase their power, or are they expected to just pick what they want?

Because there is a difference between someone who plans to retrain from level 1, and someone who is retraining, and looking at the options as they currently stand.

But for some reasons, my players never do this, they trust me to make sure that they have fun, whether their character is technically optimised or not. And if a character is lagging behind and a player is obviously not having as much fun, you can be sure that will be discussed and that steps will be taken.

And just the same if a character is hogging the spotlight all the time (technically or not), there will be a discussion about it, maybe followed by some action, because it's not a normal situation around a table.

And I can guarantee that if some rulings are made at that time to adjust the extremely complex dynamic of a party, individual characters and a varied environment, they will not have been obvious during session 0.

And if those rulings are made after a group discussion and with the group understanding why they were made, then there is no problem.

We aren't talking about locking you in Amber, never to move from strict rules, from session zero. We are talking about people are expecting a situation to come up, and are asking ahead of time, so you don't have to make a split-second decision in the heat of the moment. Heck, I'd love for players to come to me like this, because it gives me time to look it over, check and make sure I'm not missing something that will cause problems, and give them a single clear answer, instead of having to do it at the table, tell them I might change it, then go and scramble to look at the various rules to make sure I have an answer by next session.

And here we are, the simple proof, it's for combo. Guess what, I don't care about technical combos.

Proof of what? You are saying the only reason for this is powergaming for MOAR POWER. I'm just pointing out that from what I know of optimizing and powergaming, it actually is considered a bad choice to do. It's like saying someone only cares about horsepower when they are asking for the specs on a Tesla. They might not, and a person who DOES only care about horsepower is probably not looking at this car anyways.

Yes, especially for a value of 1 sp, I can see how important that is compared to a whole campaign.

I'm being sarcastic man. You are jumping on every single thing as though the player is screaming in your face at session 0 to demand you bow before their build. Instead, there might be a dozen different reasons for their choices and/or questions.

Personally? I ignore the material component cost of spells like Booming Blade. I find the idea of a Booming Blade cast by smashing a bottle of beer over someone's head hilarious. Other people would tell me that the only reason I could possibly have for making that change is to powergame by... doing something. I literally don't know what, but I'm sure someone will accuse me of it.


Oh yes, because any DM not able to make in advance all the rulings that will be needed for a campaign is so stupid that he will change things on a whim and have less memory than a fish in its bowl. What a convincing argument.

It has literally happened to me. The DM made a ruling on my Rogue's Fast Hands ability, then later they changed it because they forgot the original ruling. Then I ended up asking again later on because I knew they had changed it and neither one of us could remember which way she had changed it.

It isn't about being stupid, it is about information overload. And when you have a game that can go months without combat (we are doing a play-by-post) then it becomes really easy to forget. Heck, I've forgotten the names of NPCs and even the name of the villain. Sometimes people forget things, especially when they have to make it up on the fly instead of when there is a consensus and discussion at the start.
 

My table has. It was standard array for all during two campaigns. One even had "mandatory pregens" at first.

Thank you for your most excellent post before this point. And thank you for responding.

I will reiterate to you what I said to Masperson, for the sake of being fair and balanced. I think you would be well served finding a rolling method that gave a flatter power curve than the standard 4d6d1, just in case a player who really and truly wanted to roll shows up. I'm an advocate for letting players have options.

I am assuming that you most likely went with the standard array for either speed and ease of use, or for preventing the possibility of massive power swings from rolling. I know there are dice rolling methods designed to prevent those swings. I also acknowledge that the standard array is the best solution for those two particular issues.

Otherwise, good gaming, and have a pleasant day.
 

Sure. My issue isn't for balance reasons. Arrays should work out fine. My issue is realism based.

I had a friend who ran a one shot and did it that way. I grudgingly accepted it, because it was a friend, it was a one shot, and we technically rolled. I didn't like it at all and wouldn't do it again. :)

This is very much group dependent. Having one or two roll very well compared to others at my table happens fairly often. It doesn't impact our enjoyment at all.

We tend not to end up with PCs where a 13 is the highest, because I tweak the 4d6-L method. We do 3d6 straight up for two stats, 4d6-L for two stats, and 5d6-2L for 2 stats. They choose which stats get which numbers of dice before die rolling starts.

I only have one powergamer in my group and he prefers single class in 5e.

See above. We also set a floor for stats. If you look at the array and add up the numbers, it comes to 72. Should bad luck set in and a set of stats is below 72, they roll a d6, 1 for strength, 2 for dexterity, etc. and raise that stat by +1. They do so until the stats add up to 72. Stats cannot go above 18 that way.
Thanks a lot for your fair answer. You gave me much to think about. Our method has been this way since 2017. Sometimes, it's good to put your decisions in questions.
 

That's just a justification for why they have taken control of your character like that(it's really not control of your character, just like setting the stat generation method isn't.). I also have a justification for engaging in an identical level of control(it's not control).

You are correct that the justifications are not the same, though, but since I wasn't equating those things it's not a False Equivalence. Your Strawman where you've fictionalized me arguing over the justifications is noted.

No, preventing a massively overpowered situation that was never intended and has careful rules to govern when it does happen is not the same as something they blatantly state that you should do and that it has no problems with the game balance. This is like trying to claim flood insurance because you dropped a glass of water, the scale is absurd on the face of it.

No one is entitled to different fun at the expense of my fun. Just like I'm not entitled to different fun at the expense of theirs. If they come to my table, they should only do so if the rules at my table fit within their spectrum of enjoyment. Same if I go to theirs. At no point is any new player entitled to come into a game and expect it to change to suit their needs.

Why tie your fun to something so inconsequential? That's what I keep coming back to. This is something that does not matter in the game. At all. Even your objections have nothing to do with the game, but only your perception of some random level of realism. IT boggles me you are willing to kick a player over something like this.

Yep. I allow halflings, gnomes, and other races that I personally don't like. While I don't like them, it doesn't impact my enjoyment if others do.

And yet two people having the same set of numbers ruins your enjoyment of the game.

They had math. They would have known that a significant portion of PCs would not have a 16+ to start and would have accounted for it.

Or, 10% of the players maybe having less than 15 to start with, and then choosing not to have a +2 race to boost their 14 or 15 up to 16 plus, which is starting to get into the range of single digit percentages, was a small enough consideration that they decided that being slightly less powerful was fine in the rare times it happened. It was never going to be 100%, and once you are in the 90% ranges, you are generally pretty safe in your assumptions.

I said rolling is more realistic. Bring up that the game does not say it is a red herring. It's an irrelevant distraction. It doesn't matter if the game says it or not.

But it isn't more realistic. Doctor's don't roll dice to determine how strong you are. Teacher's don't roll dice to determine how intelligent you are. The factors that determine such things are far from random.

Realism is a spectrum with reality at the extreme end. Nobody here is arguing for reality, so bring up the extreme end as some sort of refutation is at best wrong. Rolling stats is more realistic than everyone having an array. That doesn't mean that rolling stats mirrors or tries to mirror what reality is.

No, it isn't more realistic.


I overlooked that in my first response. You're going to need to quote them saying that explicit thing, because making it a default method is not even remotely close to saying that arrays and rolling as equal in basically all ways.

Well, since they never really bothered to speak on the realism of the stat generation method of DnD, I doubt they are going to have said anything on the matter, explicitly.

The two options are presented as equal. The array and the average of rolled stats are incredibly close (not exact, but that is because they didn't want people to start with an 18). There is no way to differentiate them, except one is randomized and the other isn't. Which is the entire point.
 

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