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<blockquote data-quote="delericho" data-source="post: 2479398" data-attributes="member: 22424"><p>Wow. The one score above 14 I can see, and would agree on - frankly I don't expect to see any such characters in point buy, and very few in random-roll. But an 18? One of the advantages of the DMG point-buy method is that it keeps such stats rightfully rare. (Obviously, your mileage varies.)</p><p></p><p></p><p></p><p>A lot of the 'need' for high stats is probably a holdover from previous editions, when you 'needed' one or more 16's to get a +10% bonus on XP, and where scores between 8 and 14 were meaningless. 3rd edition has corrected both problems (assuming you see it as such), but hasn't done much to dispel the perceived 'need' among players.</p><p></p><p>Another issue is the question of stat minimums for spellcasters. Since you need a 19 Int to cast 9th level spells, the perception is that you need a 16 to start with to get there by 17th level. This is very unfortunate for several reasons:</p><p></p><p>1) The low spellcasting stat concept is the one thing that makes multiclass spellcasters a viable concept. Pick up a few levels of Wizard to supplement your Rogue, and choose spells that don't allow or don't require saving throws, and you get a potent combination. Pick up a few levels of Cleric to supplement Fighter, and the same happens. However, if you have a good spellcasting stat, you're probably better going single-class.</p><p></p><p>2) The game assumes a normal availability of magic items, including stat-boosting items. As these represent some of the most useful items in the game, players are expected to boost their prime stat. That being the case, you could start with an 11 Int, and still be throwing around 9th level spells at the appropriate time. Granted, it's a sub-optimal build, but it's a viable build.</p><p></p><p>Of course, if the DM doesn't adhere to the normal level of magic item availability (either in amount of magic or type of magic, then what I've said doesn't apply. In that case, a high starting stat becomes a requirement).</p><p></p><p>The thing is, a high spellcasting stat for a Wizard is almost directly analagous to a high Strength for a Fighter. Give the choice, of course you'll go for a high value over a low one. However, it should be seen as something that is nice to have, not an absolute requirement. If you can see playing a Fighter with a 15 Strength, you should be able to see playing a Wizard with a 15 Intelligence, at least at 1st level.</p></blockquote><p></p>
[QUOTE="delericho, post: 2479398, member: 22424"] Wow. The one score above 14 I can see, and would agree on - frankly I don't expect to see any such characters in point buy, and very few in random-roll. But an 18? One of the advantages of the DMG point-buy method is that it keeps such stats rightfully rare. (Obviously, your mileage varies.) A lot of the 'need' for high stats is probably a holdover from previous editions, when you 'needed' one or more 16's to get a +10% bonus on XP, and where scores between 8 and 14 were meaningless. 3rd edition has corrected both problems (assuming you see it as such), but hasn't done much to dispel the perceived 'need' among players. Another issue is the question of stat minimums for spellcasters. Since you need a 19 Int to cast 9th level spells, the perception is that you need a 16 to start with to get there by 17th level. This is very unfortunate for several reasons: 1) The low spellcasting stat concept is the one thing that makes multiclass spellcasters a viable concept. Pick up a few levels of Wizard to supplement your Rogue, and choose spells that don't allow or don't require saving throws, and you get a potent combination. Pick up a few levels of Cleric to supplement Fighter, and the same happens. However, if you have a good spellcasting stat, you're probably better going single-class. 2) The game assumes a normal availability of magic items, including stat-boosting items. As these represent some of the most useful items in the game, players are expected to boost their prime stat. That being the case, you could start with an 11 Int, and still be throwing around 9th level spells at the appropriate time. Granted, it's a sub-optimal build, but it's a viable build. Of course, if the DM doesn't adhere to the normal level of magic item availability (either in amount of magic or type of magic, then what I've said doesn't apply. In that case, a high starting stat becomes a requirement). The thing is, a high spellcasting stat for a Wizard is almost directly analagous to a high Strength for a Fighter. Give the choice, of course you'll go for a high value over a low one. However, it should be seen as something that is nice to have, not an absolute requirement. If you can see playing a Fighter with a 15 Strength, you should be able to see playing a Wizard with a 15 Intelligence, at least at 1st level. [/QUOTE]
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