QUOTE(Sikret @ Jan 21 2008, 02:58 PM)
And as we explained, it's most relevant, because it affects the player's ability to make a character with high numbers in its primary stats.
This might sound repetitive, but I don't think that's something the kit itself should adress. If having a 16 CHA means that you won't be able to reduce it further to improve STR, and thus the character won't be as powerful as it could've been were the attribute requirement otherwise (say, DEX instead of CHA), that's not a thing to measure when creating a kit.
The kit should be considered with its bare attribute requirements. A Cavalier with a 69 stat total (meeting the minimum requirements for the class and averages for the race) would probably be less efective than another with 88, but the kit stays the same in both cases, balanced or not.
QUOTE(Sikret @ Jan 21 2008, 02:58 PM)
Rolling 6 natural 18s is impossible. What players actually do in practice is to exchange the values of stats (decreasing some and increasing others) to have high scores in useful stats. The minimum stat requirement functions as a disadvatnage exactly because it makes this process more difficult.
Yes, you are correct, of course, I meant having high values in all other attributes in a way such as to 'maximize' the powergaming potential (ie 18 in STR, DEX, & CON for a fighter). But even having a CHA which can't be lowered further still means that the rolled dice wil never be less than minimum. No one guaranteed that you were gonna get a high value in that stat to be exchanged for increasing another attribute in the first place. It might've been the lowest possible, but with the requirement it would never be.
In short, I think that
if the total stat dice rolled is 90 or 70 doesn't change the balance of the kit. Its special abilities and disadvantages won't change because of that. If one offsets the other by a significant margin, having a few more points in STR or DEX don't make a difference. Furthermore, while it might make difficult the stat-dumping (which I consider of little importance), having X value required will only increase your average totals roll.
In the particular example made by Ryel, a 13 CHA won't make a hindrance at all, IMO. You can still use the dumping thing and get a priest with 18 WIS, 18 DEX, and 16 CON without too much hassle (you can still dump INT, STR because of the various girdles, and any excess points of CHA above the minimum). And this is of course taking into account that Charisma is underutilized in the game (you only need one of out of 6 chars to benefit). Plus, having a high CHA for a priest (or a paladin, or bard, etc.) makes sense roleplaying wise, regardless of their final power level.
In a similar vein, there's the issue of imposing negative attribute modifiers (eg -5 to STR). It could be most appropriate for a particular kit, but those might become irrelevant given some items in the game (Girdles of strength, etc.). Also, what would be the appropriate way of balancing a kit? Making disadvantages on par with the special abilities? Measuring it against other kits? Taking issues related to general gameplay in account as well? But I digress, those are other issues.
I guess since you prefer to measure the final, in-game power level of the character versus the potential one, we won't be able to come to much agreement.