18s are supposed to be rare. In 1e AD&D, we just rolled 3d6 (or if the DM was generous, 4d6 and drop the lowest) and put the scores in the abilities in the order rolled. Then you played what you came up with![]()
Yeah, and in 0e D&D (no "A"), they hadn't even come up with using 4d6 and dropping the lowest. WYRIWIG. Which lasted almost exactly as long as it took everyone in the group to roll stats that would have resulted in a party with three mediocre clerics, a failed tavern tart and a one-legged village idiot… followed by no one rolling more than 3 on their HP. At which point the GM would either say "move a couple stats around" or "roll it again." At least any GM not living in Lake Geneva, Wisconsin would.
(Aside: best story I ever heard about Gary Gygax… he was playing at a convention, in a party of 1st-level characters. His—a mage—had loaded up with a dozen flasks of oil, which he apparently felt was the appropriate method of overcoming the crippling rules he'd helped author, which at the time only allowed 1st-level mages a single spell a day. Got nailed by a Burning Hands; took out the entire party.)
Of course, that far back, there were also only three alignments (L, N, C) and three classes (fighter, magic user, cleric). Even thief didn't show up until the first supplement came along. Things have certainly come along a ways. Oh: and hobbits were still called hobbits. Never did get the story straight on why Tolkien's estate—or perhaps his publishers—got all bent about that.
Can't actually say I miss those days… not in terms of game play.
Anyway: as I said, I knew my options and made my choices with eyes open. If I couldn't live with them (personally, whether or not my character can), I wouldn't be joining up.
Yes, you should play your mental stats, to the best of your ability. Which is why I didn't feel like taking a caster with a sub-par INT; "idiot savant" isn't really my thing. And a 13 isn't "low": the average die roll on 3d6 is 10.5—times six is 63, so our characters are, in net terms, just above average; any stat that gives a bonus is pretty good. A 4… yeah, that's low. You've got it down: you aren't dumb, you just do things that aren't well thought out at times. A lot of the time, probably.
It's not that these are throwaway stats for fighters—they're all important, for saving throws if nothing else. But it's also like I said: your sword doesn't have a chance of causing you permanent, irreversible damage if you happen to miss with it by more than four points. No matter what it does to you, a cleric of high enough level can fix it. Even decapitation. (Okay, Steerpike: you remember seeing the original, optional Critical/Fumble tables? Worst possible result: "roll three times" on initial fumble [1% chance]; "critical hit nearest ally" [1%] twice; "critical hit self" [1%]; instant kill on each critical [10%] times three. Chances of actually happening: 1 in 1 billion. Though this assumes the GM tells you to re-roll if you get that initial "roll three times" fumble again; if not, you could slaughter as much of your allied forces as are within weapon's reach… or pass within it if you happen to be charging at the time. Yep, those were the days.
Shadow Lord
Valar Lord