For a new character, when buying ability scores (Str, Con, Dex, Int, Wis, Cha) the point-buy system allows reasonable opportunies and restrictions. The system can generate many arrays with different numbers. Among them, the following arrays seem optimal.
18,14, 11, 10, 10, 8 - Total modifiers +5 Excellent choice! This "18 14" array is an excellent choice for a class that only needs one primary ability (such as a Wizard who can focus on Int), and still supplies an auxiliary ability. The array is a classic and obvious choice, since few arrays can afford to splurge on the cost of buying an 18.
18, 12, 12, 12, 10, 8 - Total modifiers +6 Respectable choice The "18 12" array is non-optimal and can only be useful to a class that can ignore all other abilities except one. Yet, the desire to maximize the total modifiers is understandable. (To remove the negative modifier, the 12 8 can neutralize eachother into 10 10, preserving the total mods, and still having the 18 12 12 whose mods can distribute to optimize the three defenses Fort, Refl, and Will.)
16, 16, 12, 12, 10, 8 - Total modifiers +7 Excellent choice! The "16 16" array is optimal for a class or build that requires two primary abilities. The optimal total of modifiers is also excellent at +7. (If desired, the extra 12 can reduce to 10 to neutralize the 8 penalty, while maintaining the mod total and defenses optimization. Alternatively, the extra 12 can reduce to 11 to increase the main 12 to 13 to qualify for later feats.)
16,14, 14, 13, 10, 8 - Total modifiers +7 Excellent choice! The "16 14 14" array is the best choice for a "MAD" (multiple-ability dependency) class or build, that must invest in three or four abilities. The array supplies one primary, two secondary, and even an auxiliary ability. The total modifiers +7, also benefits a well-rounded and robust generalist character.
16,14, 12, 12, 12, 10 - total modifiers +8 Respectable choice The "16 14 12" array is actually a variant of the official "Standard" array (16, 14, 13, 12, 11, 10), where the 13 11 shift into 12 12 to optimize the modifiers. While the array is non-optimal the total mods at +8 has some reasonable appeal for a MAD generalist.
15 Poor choice All arrays with highest numbers less than 16 are poor. Moreover, a 15 seems especially poor in any array. The 15 is neither cost efficient nor does it have a sufficient modifier to grant a statistical edge during gaming. Worse its costly odd number ruins the optimization of the overall mod total. Even tho leveling eventually boosts a 15 to 16, the new modifier doesnt seem to grant enough of a statistical edge to be worth waiting for, compared to other point-buy options. Generally avoid the number 15 when buying ability scores.
13 Excellent choice for an unimportant ability The 13 helps qualify for later feat requirements after passively improving while leveling.
yeah, but with 14,14,14,13,11,11 you could have a +15 mod once you get to level 11 (4th -> 14/14, 8th-> 14/any). +2 mod if you're a non-human, +1 mod if you are a human. That's gotta be good somehow. Maybe a skill monkey could take advantage of it.
Though, really, while I have used 8,11,14,20,10,12 as a wand blaster Tiefling wizard and nearly gotten myself killed from it, the 18 arrays probably shouldn't be used in actual play.
17/16 is just bad unless the game is a one-shot that will start at level 4+ and end before level 8.
there really is no good pt array its all based one the char I don't know why these threads keep poping up. those would have to be the best anyways and you missed 18 13 13 10 10 8 16, 14, 14, 13, 10, 8 16, 16, 12, 12, 10, 8
a 17 is not worth it in anyways +8 is only 25 and that means you will spend 7 of your pts on it and 1 elsewhere... thus those 3 pts to get the 17 could have been used in any other stat.. the above arrays i just stated will probly be the most used ones and from looking at builds here they are the most used.
Another vote for 16 14 14 13 10 8 as the favorite stat array. It makes a pretty solid character the has no glaring downside but also enough to be highly effect in their primary role.
Excellent arrays become even better when leveling. So leveling cant make a bad choice good.
17/16 is just bad unless you start at level 4+ and end before level 8.
Pretty much. The only merit of "17 16" array is for someone who desperately wants two 18s but must settle for less.
I have used 8,11,14,20,10,12 as a wand blaster Tiefling wizard and nearly gotten myself killed.
You may have misused the 18 14 array. Unfortunately, you didnt use your racial modifiers to boost both the 18 and the 14. You had 18(+2) 14 11 10(+2) 10 8. This is a waste.
The 18 14 array already spent the lionshare of points on the 18, but then goes ahead indebts the 8 to further boost to a 14. Its an expensive investment that only benefits because of the statistical advantage of the 18 14 modifiers. But your use of racial adjustments wasted it twice: first you didnt capitalize on you investment by boosting the 14 to 16, and then squandered the racial boost on a 10 to 12 - whose modifier isnt significant.
Minimally, you could have added the racial bonus to the 11 making 13 for later feat qualifications.
In your case, it would probably have been better to use the "18 12" array instead: 18(+2), 12, 12, 12(+2), 10, 8.
Choosing the expensive and fragile 18 14 array works best when continually boosting both.
It depends on the build in question, but I've started favoring stat arrays like these for a lot of characters as well. It's not always the case that a character needs to be all THAT high in their secondary stat.
A poor choice. No way around it. Excellent arrays become even better when leveling. So leveling cant make a bad choice good.
You're forgetting that I said the optimization goal of such an array is to have maximum total stat mod in Paragon and Epic. With that as your only goal, I beat you can't beat 14,14,14,13,11,11.
The 18 14 array already spent the lionshare of points on the 18, but then goes ahead indebts the 8 to further boost to a 14.
I've yet to make a single strength related roll with the character, so it's no waste. I haven't even come close to my carrying capacity thanks to 4e being light on the loot.
Its an expensive investment that only benefits because of the statistical advantage of the 18 14 modifiers. But your use of racial adjustments wasted it twice: first you didnt capitalize on you investment by boosting the 14 to 16, and then squandered the racial boost on a 10 to 12 - whose modifier isnt significant.
Perhaps you forgot how blasting wizards work. If you're a blaster (which is a bad use of the Wizard, I admit) you pretty much want to be a Tiefling for "Hellfire Blood" and other +atk, it's too good to pass up. So with Tiefling assumed: **Str: useless **Con: almost useless **Dex: add to an attack 1/encounter, Init. All spare points go here; but actually, 15==14, so give a point to con and you can still get Seize the Moment right away. **Int: Primary Stat. Max possible points go here. **Wis: mostly useless **Cha: 13 gets you stuff, but a 16-17 (as you suggest) gets you nothing. So you spend 0 points on Cha 10 and let race and level bring it to 13 for you. At Cha13 you can get Astral Fire and Spell Focus.
It's not all about stat modifiers man. Feats are just as key.
In your case, it would probably have been better to use the "18 12" array instead: 18(+2), 12, 12, 12(+2), 10, 8.
Choosing the expensive and fragile 18 14 array works best when continually boosting both.
To be fair, SquirrelLord says the same thing. However, reducing Dex by 2 just to get some more 12s floating around doesn't net me anything that important, and I lose the ability to get Seize the Moment as soon as possible.