LokiDR said:
Sigh.
D&D has rules and clarifications to cover most situations. We are here in the rules forum because of this. D&D is a game of rules, unlike a lot of other RPGs. Try BESM sometime.
Even BESM has rules. Try true freeform-RP.
And for rules, D&D is -not- a heavyweight; I'd callit a middleweight at best. Try RoleMaster, SpaceMaster, GURPS, Champions, or Aftermath! (the last being, sadly, long OOP).
With all the rules, a person might think that they try to balance most, if not all, elements of the game. However, if you and I both create characters, elements like this will mean our characters aren't on par with each other.
You make a cleric with "ordinary" stats, but above average wisdom. I make a bookworm who is used to ducking bullies, choosing high and low stats. We sit down to play. The DM assumes that we have both created characters that we find interesting. Both are within the realm of the point buy, and we aren't trying any "broken" combos. If we both play our characters to the hilt, you are mostly ordinary but pretty wise, and I have some obvious advantages and disadvantages. But in rules terms, I have a "better" character. I do what I do better than you do what you do. Assuming a standard-ish party, the other characters should cover both my and your weaknesses. We both follow concept and end up on different levels of effectiveness.
That depends on your aim.
You obviously care only for absolute maximum efficiency and "effectiveness" in your chosen specialty (nonspontaneous arcane spells).
By your rules, my non-melee cleric should take base 8's in strength, dexterity, constitution, and intelligence, an 18 in Wisdom, and as much charisma as I can afford.
To me, that's a slightly weak, clumsy, sickly, "dumb-ish" character. Not remarkably so on any front, but it's there nonetheless. And, what does taking all those 8's to get an 18 wisdom get me, that a 16 wisdom wouldn't? +1 save DC. +1 to an already-strong Will Save. Eventully,
one bonus spell per day that the cleric wouldn't have gotten.
Big deal.
Yes, that's right,
big fat hairy deal ... it's not THAT important. Going form 16 (cost 10) to 18 (cost 16) is the difference between three 10's, or three 8's.
Now, what do I gain by NO nerfing
all those scores ... ? Well, let's see; +1 initiative, armor class, reflex save, and ranged to-hit bonus; +1 hit point per level and +1 fortitude save; +1 skill point per level (+4 at 1st level).
Give up all that for ONE bonus spell? For only plus ONE to save DCs? Please! 3E did one thing: it made it so a spellcaster can have as low as a FOURTEEN in their primary attribute, and still be fully effective.
The rules should discourage this. If one character is sub-optimal, compared to more optimal characters, the player will feel bad, and the game loses some fun. Since it is all about fun in the end, the rules should discourage those elements that aren't fun.
Having all of two less in Wisdom, than the wizard has in Intelligence, won't be a hindrance to the fun of
ROLE players. Maybe if your entire image of an RPG is as a tactical-encounter simulation, fine.
Said otherwise-ordinary cleric will have a much better time of it, strictly role-played, than your idiot-savant wizard ... for a night at the local watering hole, or a dinner-and-reception at the local noble's manor.
Honestly, to solve the above dilemia would only take the DM a minute to tell one of us to revise the character. What I don't like about the current character creation system is that it doesn't even try to consider this. A DM has a lot to handle, and the rules should try to help as much as possible.
Unless the GM was running a pure tactical-encounter simulation, I'd tell him to get stuffed if he said *I* needed to revise my character. If he IS running such a simulation, then tough on me (though if he was, and sAID so from the get-go ... I'd've min/maxxed for that situation).
That is why I dislike average characters. I see most of the people I game with take some good and some bad stats. Those who try average all round almost always lead to hard feelings, because they are odd man out. The either have less niches for the other characters to fit with, damaging party cohesion, or they are overshadowed.
Being average in strength doesn't threaten the fighter(s). Being average in dexterity doesn't threaten the rogues.
Having scores of "10" in someone else's "specialty stat" doesn't threaten them, because they likely DO have 14's, 16's, or maybe even an 18 in that attribute.
Average joe should be able to beat most characters at what they are bad at. That way you have a good reason to work with other characters and not to blow them off. Anything that helps the game get together and keep moving is for the best.
Again; a cleric with (say):
STR 9
DEX 10
CON 10
INT 10
WIS 16
CHA 15
... isn't going to threaten ANYone except other divine spellcasters. He'd be good at turning, and good at divine spellcasting (base spell DCs of 13+level). He'd be as smart as the average villager, as healthy, as agile / non-clumsy. A touch weaker, perhaps, but he's more a scholarly / healer type than a field worker or such.
And the all mighty difference of 1 DC and 1 bonus spell "eventually" ... isn't that much of a disadvantage compared to the guy with 9, 8, 8, 8, 18, 15 (inorder).