(from Character doc)
Anyone familiar with the original PnP will know how difficult it is to roll an 18.
. % chance
score on 3d6
That’s right: a less than one half of one percent chance of getting an 18 (less than once per 200 rolls), and a less than 10% chance of getting a 15 or higher. It is more than 50% likely that a roll will fall into the average range of 9-12.
As you can see, 18’s were monumentally difficult to achieve. Most of the alternative rolling methods dealt with how to assign them to the attributes, as much as slightly raising the average. You could also raise one attribute by one by lowering another by two — once. This was when you rolled before choosing a class and not the other way around as in BG2, making being a paladin or druid or ranger much less likely and way more awesome. The net result is that no one ever had more than one 18 if any, and having more than two stats higher than 14 was exceedingly rare. Imoen’s stats (18 17 16 16 11 9) are absolutely godlike and should be treated as virtually cheating. Multiple 18’s and the rest as 10’s should be disallowed, as should any stat below 6. There’s no way to do this with BG2’s character generator, which makes any other workaround an automatic fail since re-generating Charname in Candlekeep/CI via scripts and dialogs would be cumbersome and clumsy.
Most (combat) grunt NPCs should have their primary class attribute in the 13-15 range with “bosses” 16 or higher. Only unique or rightfully powerful NPCs should have 17 or higher or multiple attributes over 14. Non-class attributes should be 12 or less. The sheer number of fodder NPCs that routinely have 18’s is ridiculous.
One thing missing entirely from BG2 are class level limits for nonhumans. Even 2e held this concept over as a way to balance power and justify a human-centric milieu. Even though BG2’s setting, The Forgotten Realms, was born of that era, it is understandable a game that would see human characters attaining level 19 and upwards would not want to keep nonhumans in the 8 to 16 range. Had they done so, multiclassing would have gone from optional to required just to maintain viability. The glaring problem is, of course, that any class available to a nonhuman is going to automatically be more powerful played by a nonhuman, i.e. outside of class availability restrictions, there is a tremendous disadvantage to being human. While I can’t easily — and don’t want to, anyway — impose level limits on nonhumans, I will be giving humans in non-exclusive classes some advantages