Celebrim
Legend
In most editions, strength, intelligence or charisma are dumpable stats. Which you choose would depend on what you'd want to play:
1e/2e: Dump charisma, play anything but a Paladin (1e) or Bard (2e). You'll never have a retainer and you'll be dependent on the party for all social interaction, but other than that you're good. You'll even be able to save your party from a horde of Korreds.
UPDATE: I'd forgotten some of my more obscure 1e rules. If you put the 3 in Charisma in 1e, you can only play an assassin. Since the thief and assassin lose much of their charm by 10th level, you're better off putting the 3 into Intelligence and playing a fighter or putting the three into Strength and playing a Wizard. This probably means that even in 1e, the option of playing the low strength Wizard is probably your best choice.
3e: All three options are open.
Dump Intelligence: Play a fighter, barbarian, druid or sorcerer. This should work fine in a high magic game with low skill use.
Dump Charisma: Play a fighter, barbarian, druid or wizard. In some ways, even better than in 1e because retainers are less important. Might not be completely without penalty in a high skill game with a DM that forces players to make individual social checks, but in many games you'll feel no pain.
Dump Strength: Play a Wizard or Sorcerer. The safest choice in a game where you know the DM is fond of a lot of skill checks. You'll be more useless than usual in a fight at low levels, and you'll have trouble moving around the dungeon even naked but by mid to high levels you'll probably barely notice the penalty.
I'd probably take the option of Wizard and the attribute array:
Str 3
Dexterity 17
Constitution 18
Intelligence 18
Wisdom 16
Charisma 14
Elf, Dwarf, and Human all look viable to be. I'd probably play Human, but the idea of either 19 Dex (as elf) or 20 Con (as dwarf) is very appealing. In all three cases, this character is likely to overshadow the party in the long run, being the equivalent of like 50 point buy. With high AC for a wizard, hit points equivalent to some fighter types, best possible primary attribute, and more than I need wisdom and charisma, grappling is basically the only thing I'm worried about, and I can take care of that by proper spell selection and/or item creation.
1e/2e: Dump charisma, play anything but a Paladin (1e) or Bard (2e). You'll never have a retainer and you'll be dependent on the party for all social interaction, but other than that you're good. You'll even be able to save your party from a horde of Korreds.
UPDATE: I'd forgotten some of my more obscure 1e rules. If you put the 3 in Charisma in 1e, you can only play an assassin. Since the thief and assassin lose much of their charm by 10th level, you're better off putting the 3 into Intelligence and playing a fighter or putting the three into Strength and playing a Wizard. This probably means that even in 1e, the option of playing the low strength Wizard is probably your best choice.
3e: All three options are open.
Dump Intelligence: Play a fighter, barbarian, druid or sorcerer. This should work fine in a high magic game with low skill use.
Dump Charisma: Play a fighter, barbarian, druid or wizard. In some ways, even better than in 1e because retainers are less important. Might not be completely without penalty in a high skill game with a DM that forces players to make individual social checks, but in many games you'll feel no pain.
Dump Strength: Play a Wizard or Sorcerer. The safest choice in a game where you know the DM is fond of a lot of skill checks. You'll be more useless than usual in a fight at low levels, and you'll have trouble moving around the dungeon even naked but by mid to high levels you'll probably barely notice the penalty.
I'd probably take the option of Wizard and the attribute array:
Str 3
Dexterity 17
Constitution 18
Intelligence 18
Wisdom 16
Charisma 14
Elf, Dwarf, and Human all look viable to be. I'd probably play Human, but the idea of either 19 Dex (as elf) or 20 Con (as dwarf) is very appealing. In all three cases, this character is likely to overshadow the party in the long run, being the equivalent of like 50 point buy. With high AC for a wizard, hit points equivalent to some fighter types, best possible primary attribute, and more than I need wisdom and charisma, grappling is basically the only thing I'm worried about, and I can take care of that by proper spell selection and/or item creation.
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