Humans Overpowered (again?)


 We are looking at starting D&D next soon as we haven't actually played. I just about laughed when I saw the Dwarf but that was before I read the Human description. It doesn't look that good but consider. Most of the races get more damage than humans- in theory at least but ets have a closer look.

Dwarf Fighter vs Human because Dwarves kick ass. The Dwarf is a hill Dwarf.

Scores using the array 8,10,12,13,14,15.

Dwarf 17 strength, doesn't matter where the rest go- personal prefernece.
Humans.

18 strength
9
11
13
14
15

 Dwarf uses an axe for 1d10 damage, human uses a 1d8 one handed weapon but gains +1 to hit and damage due to higher ability score. THe extra 14 can also go somewhere else. The Dwarf does gain other benefits the main one being +1 hit point a level and the poison immunity is situational.

Every class using weapons even their racial weapon at level one is equaled by the human who has an 18. This primarily leaves the other part of a non humans racial package to carry the weight. Non humans do catch up at levle 4 bt the human can always have either a 19 ability score and at level 8 they get the +1 hit/damage advantage back again. Or they can turn the 13 and 15 into a 14 and 16 and have 18, 16, 14,14, as their 4 best scores with a 9 and 11 tailing . The non humans at level 4 have 18 14,13,12,10,8 presumably they will turn the 13 into a 14 though. The human either has a 19 ability score and a extra 16 though or the 18/16/14/14 advantage.

 Its a no brainer humans have the best ability scores. However te human advantage is always "on". Apart from the Dwarf who gets +1 AC or +1 hit point a level the Elven and Halflings bonues are situational or even class (back ground?) dependent. The higher human scores at level one cancel out the extra damage form the racial weapons (and give humans +1 to hit). At level 4 non humans temporarily catch up but hybrid type classes such as a Cleric or Sorcerer or any class that has a magic and melee attack and actually wants to use them is gong to be better off all of the time as a humans. I suspect humans.

 Now the human advantage may not be required that much as a cleric in heavy armor can probably get by on 10 dex, a high wisdom or strength and a moderate con so a level 14 stat array of 18, 16, 14, 14, 11, 9 may not be that useful but you can also have a 19 16, 14, 13,11, 9 stat array compared to a non humans 18,14,14,12,10, 8 which is a higher secondary stat and at level 8 you will have a 20 ability score.

 I'm not sure if the situational non human benefits outweigh the "always on" huan stat advantages. Only the Dwarf has "always on" racial advantages. I showed the rules to one of my players and he said somehting along the lines of "only a Dwarf can kind of match humans" and then only in certain classes- Cleric and Fighter.

 As I said we haven't actually started playing yet but we crunched some numbers and the human seems better all of the time unless the situational benefits for the non humans are very common.

 Fear is the Mind Killer

 

Humans were usually a strong choice.  AD&D actually made them weak with the ridiculous multiclassing rules combined with the XP tables (exponential growth combined with a perfect split is... not good design).   But as a race they were solid.

3E humans were ridiculous, and 4E humans were sky blue at everything.

I agree that the other races need strong abilities added in at the moment, race is heading back towards its 3E status rather than the more interesting status it had in 4E, and that's a mistake imho.

TLDR is buff everything else so they're as good as humans at SOME things. 
With a lot of current characters, most are considering other races easily as powerful if not moreso. Extra hit die bump? damage die bumps? Any character can gain more stats, only dwarves get extra damage from greataxes.
My two copper.
But that's not true. Humans have equivalent damage and more accuracy with any given weapon of choice.

 
But that's not true. Humans have equivalent damage and more accuracy with any given weapon of choice.

 


With a cap.
My two copper.
In ability scores, humans are eleven levels ahead. Sure anyone can go out and get 11 levels...
What cap?

If you mean the ability score cap, then the human is still better for the 8 levels it takes to close the gap, at which point the human has picked up additional bonuses thanks to being able to put points elswhere, can use a much broader range of weapons at no performance loss, and is also more generally competent in non-weapon classes because they don't have one of their major features tied up in a specific weapon.
While these things are true, you have described why things are even with human, and not humans being overpowered Which actually helps my case.
My two copper.
and 4E humans were sky blue at everything.

Humans where rated blue at everything, and only sky blue in a few cases.  It was pretty rare for them to be a truely a top pick.

That said, it mostly came down to "has stat bump" and "doesn't have stat bump".  I'm glad 5e reduced racial bonuses to +1.

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.

Humans sucked when 4th ed 1st came out and then became decent later as more material came out. They were rarely the best race at anything though as other races had specialised builds that were better.

 Fear is the Mind Killer

 

and 4E humans were sky blue at everything.

Humans where rated blue at everything, and only sky blue in a few cases.  It was pretty rare for them to be a truely a top pick.

That said, it mostly came down to "has stat bump" and "doesn't have stat bump".  I'm glad 5e reduced racial bonuses to +1.


Really?  They always had +2 in the primary stat.  The secondary skill is rarely anywhere near as useful as the primary skill, and +1 NADs and an extra feat more than counteract it.  

Bonus stats rather nicely balances out the +2s that other races get.

The Extra At-Will was a rather terrible power, but they fixed that with Heroic Effort, which basically turns a miss into a hit or a failed save into a made save once an encounter.  It's easily of the same class of the other Racials.  

There may be a few classes where they're not Sky Blue due to how amazing the secondary stat is (Psions come to mind) or how good a racial feat is (hi Charisma Warlocks and Tieflings) but humans are nearly always among the top picks.  

The reason that humans weren't used awesome is that people looked at the "+1 to some of my powers secondary riders and +1 to a few skills" and windmill slammed the much cooler, much more awesome races (especially on the CharOp boards, because humans are boring).  At actual table play, there were few times that humans were straight up weaker than another racial choice.  The number of classes where humans are not a sky blue choice is very low.  


No, I didn't, I explained why it takes 8 levels and maxed stat investments for the other races to even pretend to be competent at a small selection of classes and builds while humans are already better at everything right out the gate, and while the cap may put an upper limit on things, humans reach that limit 8 levels quicker and can start investing in other categories. So even once you reach the peak and your non-human weapon user (only the weapon users mind you, the non-weapon users can't even pretend to be worthwhile) finally creeps past the human on damage with the selected weapon, assuming the human hasn't upgraded to a better load out entirely (halfling especially is vulnerable to that issue since a human can pick up a longsword and negate the halflings' racial bonus), you can potentially eek out a +1 damage per hit while not being behind on accuracy. The human on the other hand has tons of additional bonuses thanks to being able to spend their level up increases on other stats since they reached the cap 8 levels ahead of everyone else.

By the time your dwarven axe master is on par with the human's basic attack the human has picked up better saves, additional check/skill bonuses, possibly an AC advantage, and has solid ranged attacks too.

So a weapon user who scrapes and min-maxes at every turn can get a tiny edge in basic damage while sacrificing tons of other benefits, or he can play ahuman and not suck for the first 8 levels. 
Remove class bonuses on abilities, return from 3E +2 to one ability and -2 to another, to show racial advantages and disadvantages.

and add for humans +2 to lowest ability rolled to show that humans don't suck at anything.
-2 to another



No.  No ability penalties.  That's just terrible design that renders many valid character concepts virtually unplayable.
Another day, another three or four entries to my Ignore List.
and add for humans +2 to lowest ability rolled to show that humans don't suck at anything.


what

I know many humans, and I can assure you that there's quite a few who suck at a lot 
Well either no penalties or we shouldn't use increasing point buy costs for higher stats.

There was a thread in which a useable 'penalty' system was hashed out. Essentially instead of a penalty to a stat certain races would have a 1st level limit. So an orc wouldn't take a -2 to int, he simply couldn't place a roll higher than or point buy past 16 int at level 1.
-2 to another



No.  No ability penalties.  That's just terrible design that renders many valid character concepts virtually unplayable.



So what? halflings aren't supposed to be best barbarians in the world same as orc aren't best wizards around. They can be good but can't be the best.

Simple as that.
-2 to another



No.  No ability penalties.  That's just terrible design that renders many valid character concepts virtually unplayable.



So what? halflings aren't supposed to be best barbarians in the world same as orc aren't best wizards around. They can be good but can't be the best.

Simple as that.


That would be what a +2 bonus does, yes.  The thing about -2 penalties is that it's not a -2 penalty.  It's a -4 penalty.

With a -2 you are -4 below the best.   -4 is enough to render the character virtually unplayable.

So you could make it so that there were no +2 bonuses, and only -2 penalties.  That would have the same effect, but people don't like being told they are being penalized for a race, they like getting a bonus for playing that race (psychology 101: if I give you an apple and then take away the apple you have the same number of apples as you started with, but now you're annoyed at me for taking your apple). 
-2 to another



No.  No ability penalties.  That's just terrible design that renders many valid character concepts virtually unplayable.



So what? halflings aren't supposed to be best barbarians in the world same as orc aren't best wizards around. They can be good but can't be the best.

Simple as that.


That would be what a +2 bonus does, yes.  The thing about -2 penalties is that it's not a -2 penalty.  It's a -4 penalty.

With a -2 you are -4 below the best.   -4 is enough to render the character virtually unplayable.

So you could make it so that there were no +2 bonuses, and only -2 penalties.  That would have the same effect, but people don't like being told they are being penalized for a race, they like getting a bonus for playing that race (psychology 101: if I give you an apple and then take away the apple you have the same number of apples as you started with, but now you're annoyed at me for taking your apple). 



Then play a human.

For me it's ok that an average halforc mops the floor with average halfling.
The problem right now is that the average human mops the floor with the average everyone else.
There may be a few classes where they're not Sky Blue due to how amazing the secondary stat is (Psions come to mind) or how good a racial feat is (hi Charisma Warlocks and Tieflings) but humans are nearly always among the top picks.

Heroic effort certainly helped them yes.  But other races got flex stats.  So it was a power bump all around.

The reason that humans weren't used awesome is that people looked at the "+1 to some of my powers secondary riders and +1 to a few skills" and windmill slammed the much cooler, much more awesome races (especially on the CharOp boards, because humans are boring).

Char-Op doesn't care about boring.  They care about numbers.  1001 > 1000.  They may be close (blue isn't bad), but it's still less then.

And those riders and special feats matter.  I mean a human could spend his first 2 feats on gouge and weapon focus, but a dwarf spends 1 on dwarven weapon training, and the dwarf is +1 to damage.  Advantage dwarf.

At actual table play, there were few times that humans were straight up weaker than another racial choice.  The number of classes where humans are not a sky blue choice is very low.

Humans where not almost always the top pick.
Humans where always almost the top.

If you where going to play a random class, humans would be THE race for that.

Still, overall 4e races where pretty balanced.  Dropping the stat bonus to +1 irons things out even more.

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.

The problem right now is that the average human mops the floor with the average everyone else.



that's why I suggested that humans get +2 to their lowest stat to show their versatility as they dont have sucky stats in anything.

I'm sorry, I couldn't get to the point of caring whether they are overpowered or underpowered or whatever, because I can't get past how intensely boring Next's Human race is.
Feedback Disclaimer
Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us. No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC). (And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.)
A Psion for Next (Playable Draft) A Barbarian for Next (Brainstorming Still)
Then play a human.

For me it's ok that an average halforc mops the floor with average halfling.


I thought that halfling barbarians weren't the best of the best, but they were still good.

Now its okay if they're the worst of the worst and a half orc mops the floor with them?

That was quick. 
Humans were usually a strong choice.  AD&D actually made them weak with the ridiculous multiclassing rules




Humans cannot not multi-class in pre-3rd Ed...have you even played pre-3rd Ed?
Then play a human.

For me it's ok that an average halforc mops the floor with average halfling.


I thought that halfling barbarians weren't the best of the best, but they were still good.

Now its okay if they're the worst of the worst and a half orc mops the floor with them?

That was quick. 



If we take the roll of 16, ..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />
halfling barbarian will have 14 str and that is good enough for doing your job in the party(bashing skulls).
ofc halforc will have 18 and he will be better but in 5 man party it will not be that obvious. And in 3.5e halfling had some other bonuses to provide outside direct combat.

And yes if those two go in a ring one on one halforc WILL win.
My natural hypocrisy incites me to use arguments I saw a lot about the wizard class.

Argument #1: Why [races] should equal and balanced against each others ? Life don't know justice !

Argument #2: It's the DM role to make that no [races] outshines the others !

Argument #3: In more than 20 years playing D&D, I never saw at my table any player abusing the intrinsic advantage given by any [race] !


To be more serious, is anybody remember the racial support half-humans gained through entire editions ? An elf specialist for each class, special prestige classes and paragon paths, many more racial feats, when it wasn't free exotic weapons.

If there's one thing I do not fear in any future edition of D&D, it's the lack of racial support for elves, dwarves or halflings. Oh, and drows, of course.
Humans aren't really overpowered. The other races are far better.
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The other races make an actual attempt to be interesting, in that respect they are far better because the human isn't even trying to be fun. 

Unfortunately they're all massive failures, and not on the priority list for fixing before the next packet.

Human is boring and OP.

Everyone else is slightly less boring, and UP.
 
If you sit down and make a human fighter vs. a dwarf fighter, you will see that humans are not over powered.
How about a human rogue vs a Dwarven rogue or human wizard vs Dwarven wizard? Dwarves also seem to be the only ones who come close to a Human and even then only in certain classes.

 Fear is the Mind Killer

 

If you sit down and make a human fighter vs. a dwarf fighter, you will see that humans are not over powered.


We did, several times, it was.
The dwarf was slow, immune to poison that rarely came into play, had comparable AC, did similar damage when they hit (which was less often) (at range, the dwarf was just inferior), had a pitance more Hp, and all around weaker saves and ability checks. 
The Dwarf lost about half of the tests of endurance and drinking contests to the Human.
The Dwarf almost held their own in the Combat Pillar (arguably the most important for a Fighter), provided they embraced their stereotype, and fell flat in the Exploration and Interaction pillars.

In short, where once one would say Tought as a Dwarf, or Nimble as an Elf to indicate superlative... they now mean up to par for a Human. 

Then, there is the blandness of the Human bonus suite... 
Which is not something that can be objectively disected.  
I have an answer for you, it may even be the truth.
I think a previous poster summed it up the best. Human, OP and boring.

 As I read it ability scores are fixed at 20 for PCs? A human is can max that out by level 8. In theory a Dwarf or Elf is slightly better from level 4-8 as abilty scores in the primary stat will be equal (ok 18 s 19)and the extra damage will matter. The human though has that extra 16 by then or something like 3 14's.

 Our group looked into it and I think if the campaign world is set in a poisoned misty forest humans may actually be weak;).

 +2 stat for a non human, human gets a minor racial power similar to 4th ed (+1 or 2 encounter power to attack roll, ability check, save?). Or or drop humans to +1 everything and give them some ability.

 At level 4-8 and 12+ The demihuman racia weapon ability matters. Humans as written will presumably be better at multiclassing and it could be interesting to see how they build monks, Paladins and any other class that has traditionally been MAD dependent.

 Fear is the Mind Killer

 

The Dwarf lost about half of the […] drinking contests to the Human.

 Dwarves are immune to poison, no human or dwarf can beat a dwarf at drinking contest !

Which strike sme as odd since that means dwarves can't get drunk.

Anyway, the racial weapon ability eventually allows the demi-humans (except for the halfling) to take an edge in weapon combat, well after humans have been dominating them for several levels, however even then the human has then had many level with which to invest resources into other areas after reaching the cap meaning that they have incredible versatility, furthermore since they already got +1 to all stats at level one they are overall more capable than the other races to begin with. Finally the only area a demi-human can even pretend to beatout the humans is weapon use, and even then only after spending many levels behind the human and investing everything they've got into their weapon stat along the way. Non weapon focused characters are always better off human unless the whole game is taking place in a poisonous fog filled forest.
Which strike sme as odd since that means dwarves can't get drunk.

I think it explains why they are boring companions when you can not find a joke about their size or their love for big stones.

The way I see it DDN humans aren't OP and the stat bonuses reflect race's raw talent and adaptability.  I understand that ability scores mean much in DnD but they don't have anything else going for them except that. However, I'd like to see other races gain a +2 to a particularly stat instead of just +1. 
Actually I think you just agreed that humans are OP since you just suggested boosting every other race without also taking something away, indicating that you think they need to be more powerful.

Furthermore nothing you said actually stops the humans from being OP. The ability scores are being used to represent raw alent and adaptability, fine, doesn't change the fact that HUmans get +7 to abiliuty scores. 
Actually I think you just agreed that humans are OP since you just suggested boosting every other race without also taking something away, indicating that you think they need to be more powerful.

Furthermore nothing you said actually stops the humans from being OP. The ability scores are being used to represent raw alent and adaptability, fine, doesn't change the fact that HUmans get +7 to abiliuty scores. 


Please don't put words into my mouth. If I wanted to agree that humans are OP in DDN then I would've said so. For the past 4 editions humans have been the butt monkey among the races despite they should've been the prefered among the default races. Its about high time that humans were given more appeal or at least as much as the demi-huiman and other races.

So what if they have +7 to their ability scores? Ability scores alone won't save you in any given situation. As I said that's the ONLY real race ability/bonus they get and I think its makes sense.
I'm not putting words in your mouth, I'm just confused because your suggestion of powering up the demi-humans is at odds with your premise that humans are not OP.

No, ability scores wont save you every time, but they are the most generally applicable of the charater resources, so a +1 to any given ability modifier is worth several times the same bonus to a single skill or weapon.Immune to poison is nice, but a +1 to all con saves is gonna apply in far more situations. Right now with the array stats humans only rack up what +3 to various modifiers in total compared to a given demi human? but those three can be placed wherever the human wants them and apply to far more situations than the racial abilities. 

It's a pretty dramatic difference, even with the controlled ability score methods shown so far. The introduction of rolled or point buy methods would increase the skew by allowing humans to actively select for odd numbers amplifiying the impact of their racial boosts.