Ability Score Cap

I've gotten a couple questions about the ability score cap of 20. Lets assume i rolled a 17 on the dice, got a +2 from being human and +1 from my class and getting to the cap of 20.

So when I get level 4, can I not go to 21, or does the cap only apply to character creation at level 1? 
Well, according to the How to Play PDF, it looks like 20 is the max for Heroes forever.

"Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30."
not liking that; I'm not saying I want/need my Rogue to have a 24 Dex score but mabye a 22 by LV 12 (if you're an elf or adroit race).  Apparently, Humans can get there easier than most, if not all...
I guess this is a shift away from "pick a race with a bonus for your class, or else you'll always be -2 from where you should be," to "don't worry about race, because you'll always end up with a 20 for your class and the only question is how soon."

That's a tough choice, really.
The metagame is not the game.
I'd prefer a scaling cap.  It should raise slower then you get your points, so sometimes you have to spread them out.

So like...

lvl..
1 cap 19.
2 +1 to 2.
4 +1 to 2.
5 cap 20
6 +1 to 2.
8 +1 to 2.
10 cap 20.
12 +1 to 2.
14 +1 to 2.
15 cap 21.
...

Or something.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Ability score cap falls right in line with bounded accuracy.  They want ALL monsters to remain a viable threat all the time.  If ability scores go too high then bounded accuracy goes out the window and we are right back where we are with 3e and 4e.

Further a cap of 20 and bounded accuracy may reduce the "I need an 18 in my primary stat to be successful" mentality.

Just my 2c

IMAGE(http://www.nodiatis.com/pub/19.jpg)

RedSiegfried wrote:
The cool thing is, you don't even NEED a reason to say yes.  Just stop looking for a reason to say no.
I'd prefer a scaling cap.  It should raise slower then you get your points, so sometimes you have to spread them out.

So like...

lvl..
1 cap 19.
2 +1 to 2.
4 +1 to 2.
5 cap 20
6 +1 to 2.
8 +1 to 2.
10 cap 20.
12 +1 to 2.
14 +1 to 2.
15 cap 21.
...


Or something.



Hell no! Flattened power curve is the best thing about the new edition. Hard capping scores is excellent.

I think the cap mentioned should be based solely around natural ability, IE from what you roll and increases based on leveling up. Anything beyond the "natural" limit should be due to spells and magical items. The "natural" score is the permanent, base score. Any increases beyond that are temporary and can be removed or will fade. Removing a "natural" stat should be a result of catastrophic damage to a character. A brain injury drops their INT and WIS by 3 points. A lost arm drops their STR by a few points. Things like that. Taking off a magic belt, a potion or spell fading, and the like would lower the modified stat. In all honesty, even wishes shouldn't raise the "natural" stat beyond 20 as that would be a permanent modification to the base stat.
not liking that; I'm not saying I want/need my Rogue to have a 24 Dex score but mabye a 22 by LV 12 (if you're an elf or adroit race).  Apparently, Humans can get there easier than most, if not all...



This even seems like a good 'flavor' bit for humans: they grow fast, peak fast, etc.
not liking that; I'm not saying I want/need my Rogue to have a 24 Dex score but mabye a 22 by LV 12 (if you're an elf or adroit race).  Apparently, Humans can get there easier than most, if not all...




This even seems like a good 'flavor' bit for humans: they grow fast, peak fast, etc.



In that case, they shouldn't be getting the +1 to 2 ability scores at 4th level, or 8th, etc.


That would invert the old complaint about humans that they start out weaker so only they get unlimited level advancement. Have them start out stronger, but the more patient longer lived races end up better in the end. 


And still, somehow make them interesting, because even with that, they're still boring.

not liking that; I'm not saying I want/need my Rogue to have a 24 Dex score but mabye a 22 by LV 12 (if you're an elf or adroit race).  Apparently, Humans can get there easier than most, if not all...




This even seems like a good 'flavor' bit for humans: they grow fast, peak fast, etc.



In that case, they shouldn't be getting the +1 to 2 ability scores at 4th level, or 8th, etc.


That would invert the old complaint about humans that they start out weaker so only they get unlimited level advancement. Have them start out stronger, but the more patient longer lived races end up better in the end. 


And still, somehow make them interesting, because even with that, they're still boring.




Those are good ideas, but then you're changing over to a racial advancement table, which is a whole 'nother mechanic to worry about.   I don't think we'll see that soon.
I think it's great, because it introduces choice into stat advancement.  Once you've got your main stat to 20, you won't be gimping your character by choosing more RP-oriented buys—pumping Wisdom or Charisma for your warrior poet, or Strength for your Genius Bruiser wizard.  Sure, there will still be optimal choices (read: CON), but it's not the same as the old system where you would instantly become 5-10% less effective relative to the rest of your party for picking a different option.
I dont like this cap... i dont know why they introduce now... at lvl you only will have 24 at if u had a 18 at first lvl...
if any cap will exist i prefer a scaling cap something like mellored said