As the title suggests, why is the upper limit of ability scores set at 20 rather than 21? If both scores give you a +5 modifier, then wouldn't it make more sense for 21 to be the upper limit? The only I could see it affecting is something like your maximum carrying capacity for Strength, since that is multiplied by your score total.
Is there some other reason I am missing for why WotC designed it this way?
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
There are plenty of examples of things where it is based off of the actual ability score vs the modifier. But from your reasoning 20 also makes sense since its a +5 anyway. Why make the upper limit 21 if it is the same as 20. (aka placing the upper limit at 21 would make an ASI from 20 to 21 useless, meaning players can make a "mistake" by doing that)
So the simple answer is balance. But also 20 and 21 have the same modifier number so letting people boost their stats to a 21 from a 20 makes basically 0 difference from a game rules and mechanics stand point. Meaning that boost from 20 to 21 from a level up ASI will be a wasted move.
Without seeing a specific example, I do not see how a 21 vs a 20 in the score would be balance breaking. It would only be a minor improvement from what I could tell.
Also, your reasoning seems to be conflicting. You are stating that using a score of 21 simultaneously breaks balance and is also pointless. If there is some improvement that potentially breaks the balance, then it would seem like it would be to the player's benefit to use a score of 21 as opposed to 20, even if the modifier is the same.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
There are not a lot of mechanical differences in 20 vs 21 (although there are some, particularly with the STR ability). The reason for 20 as a cap is probably because its a nice round number to cap a score at, while also granting you a significant benefit (+5 modifier) for hitting the cap.
I would echo hollow's point that making the the cap 21 does create potential for a player to make a mistake and waste an ASI with no potential for further benefit.
And it is possible to increase your score above 20 with magic items, epic boons, and other elements, so its only a cap on non-magical development (outside of some class features)
Yeah, it's less about "balance breaking", and more about "what's the benefit?" There are plenty of ways to go over the standard ability score cap, but (AFAIK) it's always by an even integer.
There's very little reason for the cap to be in increments of odd integers, and I'd be more concerned about players feeling "cheated" for maxing an ability score without a clear benefit to doing so.
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
There's very little reason for the cap to be in increments of odd integers, ...
You say there is little reason for the cap to be in increments of odd integers, but the highest value for each tier of modifier is an odd integer. If anything I find it odd that the cap is at an even integer when every other tier's highest reachable value is odd.
Also, I really just find it all of it to be a little odd. I don't plan on changing how I play the game over it, just think its strange that if theres no benefit to having a score of 21 why the rules prevent players from reaching it unless they are assisted by magic items.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
There's very little reason for the cap to be in increments of odd integers, ...
You say there is little reason for the cap to be in increments of odd integers, but the highest value for each tier of modifier is an odd integer. If anything I find it odd that the cap is at an even integer when every other tier's highest reachable value is odd.
Also, I really just find it all of it to be a little odd. I don't plan on changing how I play the game over it, just think its strange that if theres no benefit to having a score of 21 why the rules prevent players from reaching it unless they are assisted by magic items.
Because there is no benefit from having a 21. So if a PC uses there ASI to bump to scores from 20 - 21, they have essentially wasted an ASI. It makes perfect sense to cut off the Ability scores at the even integer since that is when there is a modifier score change. They gain for all intents and purposes 0 benefit from a score of 21, so why make that the maximum score achievable via non magical items. Getting a score of 20 makes a difference because that is the threshold. It is similar to when at lower levels if you get a +1 to a score, you are more likely to place that bonus into an odd integer than an even integer score because changing the odd integer to an even makes a difference. Where as making an even integer odd via and increase does nothing to the characters stats (for the most part).
The short, probably blunt answer: This is a game, that's how the rules were written, and there doesnt have to be a "good" mechanical reason for placing the cap at 20.
There is a psychological reason though, that players like to "max out" a character. and in doing so, they like to have a "capstone" benefit for doing so (see: level 20 abilities, etc). Going from 19 to 20 on an ability score provides that "capstone" (a modifier increase from +4 to +5) that satisfies that psychological need for maxing out the stat. Going from 20 to 21 has no real benefit for the majority of players as there is not modifier change. Sure, you could do it, but it will be disappointing to players who want to max out a stat and have an appropriate benefit for doing so. The devs want the game to be enjoyable, so it makes sense they set the cap at 20 where achieving the max grants a benefit and triggers that satisfaction in the player. Otherwise its: "congrats, you maxed out the stat! your prize is practically nothing!"
As to the switch occurring on an even integer: This ensures that there is a true minimum (-5) modifier and a true maximum (+5) modifier in normal PC development that only has one stat that grants them (1 and 20, respectively). This holds true for the monster cap of 30 (+10) which is the only number that grants that modifier as well.
My take on it is that a +5 modifier represents the pinnacle of natural development. Once you get there, you can't get any higher without the assistance of magical or supernatural means(Level 20 Barbarians being the exception, depending on how you flavor the source of that capstone ability). And you "get there" at 20, not 21.
Is it arbitrary? Sure, but D&D is a game, not a physics simulation. A certain amount of arbitrary is always going to exist in the rules.
There's very little reason for the cap to be in increments of odd integers, ...
You say there is little reason for the cap to be in increments of odd integers, but the highest value for each tier of modifier is an odd integer. If anything I find it odd that the cap is at an even integer when every other tier's highest reachable value is odd.
Also, I really just find it all of it to be a little odd. I don't plan on changing how I play the game over it, just think its strange that if theres no benefit to having a score of 21 why the rules prevent players from reaching it unless they are assisted by magic items.
I think you're looking at this backwards; the highest value for each tier of modifier is at an even integer of ability score. When you go from 17 to 18, your modifier increases from +3 to +4. When you go from 18 to 19, your ability modifier stays the same. You don't have a modifier of +4.5, and you haven't gained anything of tangible value if the ability score isn't Strength--you've just made progress toward your next increase. Odd integers are basically just way-points in your training. Why would a system set the cap at a way-point?
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I'd actually like to refer you to Murphy's Law, which is often over-simplified to just, "Life sucks, deal with it," but really the idea is "If something can go wrong, it will go wrong", which is an engineering philosophy. It was based on a specific experiments which were failing because a cord used in the experiment was plugged in backwards. This was solved by altering the machinery so that it was physically impossible to install the cord backwards. Electrical outlets of different voltages are shaped different, because if you plugged the wrong device in it could have catastrophic results.
In that same vein there's no real benefit to capping ability scores at 21... unless someone is really passionate about upping their carry capacity. But, as many have mentioned, it could result in people wasting their ASI to boost a score that cannot provide any benefit. That has the potential to upset players, so... Murphy's Law: if it can go wrong, it will go wrong. Therefore... make sure it can't go wrong in the first place.
Thanks to everyone for the responses. Some of the reasoning I kind of expected going into the question, others had some fresh insight and perspective I hadn't thought of.
Again, I had no intention of changing anything based off of this (except maybe letting a player of mine go to 21 for fun), but it was really just an odd thought that popped into my head.
Rollback Post to RevisionRollBack
Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
On this same point, I've always wondered why all the STR increase items (belts and gauntlets) are either 19, 21, 23, 25, etc. Why not simply an even number one digit lower? Why the consistent odd number?
Same goes for other stat increasing items (Amulet of Health is Con 19).
On this same point, I've always wondered why all the STR increase items (belts and gauntlets) are either 19, 21, 23, 25, etc. Why not simply an even number one digit lower? Why the consistent odd number?
Same goes for other stat increasing items (Amulet of Health is Con 19).
I always thought it was to make them seem as powerful as possible while still letting players outshine them as they level up... Although that theory does fall apart a bit with equipment that exceeds 20
On this same point, I've always wondered why all the STR increase items (belts and gauntlets) are either 19, 21, 23, 25, etc. Why not simply an even number one digit lower? Why the consistent odd number?
Same goes for other stat increasing items (Amulet of Health is Con 19).
I always thought it was to make them seem as powerful as possible while still letting players outshine them as they level up... Although that theory does fall apart a bit with equipment that exceeds 20
Most of those reference giants...and giants all have odd strength scores interestingly enough. The belts all match the giants actual STR score so that’s why they’re odd
On this same point, I've always wondered why all the STR increase items (belts and gauntlets) are either 19, 21, 23, 25, etc. Why not simply an even number one digit lower? Why the consistent odd number?
Same goes for other stat increasing items (Amulet of Health is Con 19).
I always thought it was to make them seem as powerful as possible while still letting players outshine them as they level up... Although that theory does fall apart a bit with equipment that exceeds 20
Most of those reference giants...and giants all have odd strength scores interestingly enough. The belts all match the giants actual STR score so that’s why they’re odd
Interesting. So that leads one to wonder why ogres and giants were designed that way since it does not appear to provide any additional value.
That being stated, it isn't just STR items based on monsters. The Amulet of Health is 19, the Headband of Intellect is 19. I am not aware of other magic items that increase other stats in a similar manner (but there should be if there are not!). There clearly appears some intent behind the use of odd numbers.
On this same point, I've always wondered why all the STR increase items (belts and gauntlets) are either 19, 21, 23, 25, etc. Why not simply an even number one digit lower? Why the consistent odd number?
Same goes for other stat increasing items (Amulet of Health is Con 19).
I always thought it was to make them seem as powerful as possible while still letting players outshine them as they level up... Although that theory does fall apart a bit with equipment that exceeds 20
Most of those reference giants...and giants all have odd strength scores interestingly enough. The belts all match the giants actual STR score so that’s why they’re odd
Interesting. So that leads one to wonder why ogres and giants were designed that way since it does not appear to provide any additional value.
That being stated, it isn't just STR items based on monsters. The Amulet of Health is 19, the Headband of Intellect is 19. I am not aware of other magic items that increase other stats in a similar manner (but there should be if there are not!). There clearly appears some intent behind the use of odd numbers.
Can possibly find examples for the other, but for at least the Headband of Intellect, being 19 instead of 18 prevents the wearer from falling victim to an Intellect Devourer
Having the items at odd integers also mirrors the psychological component of players wanting to maximize their stats--it makes you want to surpass the items' limit.
Rollback Post to RevisionRollBack
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
As for why 20 is the cap instead of 21, I don't think aesthetics wasn't a factor here. A d20 is the heart and symbol of D&D, you can only level to 20, max "base" AC is 20 (plate + shield), stats cap at 20. I feel like maybe they started designing with some of these values as reference points and worked out the rest of the math around them.
With respect to magic items providing odd values, keep in mind that there are some mechanics that play off of the ability score itself, and not just the modifier.
Example: Carrying Capacity (STR x15) and Long Jump (Distance = STR)
Giving Giants and Belts of Giant Strength odd values allows Monsters and PCs to have a mechanical advantage without directly impacting combat and challenge mechanics.
~~~
As for why Adventurer's have a soft cap on their attributes, there is a mechanical and a narrative reason:
Mechanical
As new content is released, it can be really hard to anticipate the kind of cheese that dedicated players can develop. By setting a cap, content developers can safely do their job without worrying about triggering catastrophic domino effects.
Narrative
Adventurer's exist within a world full of wonder and danger. Villains should be bigger, better, faster, stronger. In order to ensure an appropriate power dynamic, players exist within a bell curve, while monsters and divine beings exist within an overlapping curve.
A score of 10 or 11 is the normal human average, but adventurers and many Monsters are a cut above average in most Abilities.
A score of 18 is the highest that a person usually reaches.
Adventurers can have scores as high as 20, and Monsters and divine beings can have scores as high as 30.
In that same vein, an ability modifier can be loosely interpreted as a "Standard Deviation", rather than as linear growth.
Using "IQ" as an analog for INT Modifiers, this is approximately how it would be interpreted:
INT 10 [+0] is equivalent to an IQ 100 "Average" (High School Graduates) INT 12 [+1] is equivalent to an IQ 115 "Bright" (College Graduates) INT 14 [+2] is equivalent to an IQ 130 "Superior" (MDs, JDs, and PhDs) INT 16 [+3] is equivalent to an IQ 145 "Very Superior" (~Optimized New Adventurer~) INT 18 [+4] is equivalent to an IQ 160 "Genius" (???) INT 20 [+5] is equivalent to an IQ 175 "Super Genius" (!!!)
Einstein is considered to have an IQ of 160, which puts him at the ~99.9968% percentile. Tests at or beyond this level are generally considered statistically meaningless. A player with an ability score of 20 would be considered to have a rarity of 1 in 14,367,357. That translates to just 528 people in the entire world having or exceeding 20 in any given attribute. (The global population of Toril could be estimated to be in the ballpark of 340 Million, so that would translate to as many as 23 people with a 20+ attribute.)
Someone with an IQ of 145 talking to someone with an IQ of 100 would be equivalent of a normal adult talking to a child. Someone with an INT score of 22 probably wouldn't even bother talking to an average person if they could avoid it.
Of course, this isn't a perfect tool, and obviously doesn't apply across the board, but it works as a frame of reference.
As the title suggests, why is the upper limit of ability scores set at 20 rather than 21? If both scores give you a +5 modifier, then wouldn't it make more sense for 21 to be the upper limit? The only I could see it affecting is something like your maximum carrying capacity for Strength, since that is multiplied by your score total.
Is there some other reason I am missing for why WotC designed it this way?
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
There are plenty of examples of things where it is based off of the actual ability score vs the modifier. But from your reasoning 20 also makes sense since its a +5 anyway. Why make the upper limit 21 if it is the same as 20. (aka placing the upper limit at 21 would make an ASI from 20 to 21 useless, meaning players can make a "mistake" by doing that)
So the simple answer is balance. But also 20 and 21 have the same modifier number so letting people boost their stats to a 21 from a 20 makes basically 0 difference from a game rules and mechanics stand point. Meaning that boost from 20 to 21 from a level up ASI will be a wasted move.
Without seeing a specific example, I do not see how a 21 vs a 20 in the score would be balance breaking. It would only be a minor improvement from what I could tell.
Also, your reasoning seems to be conflicting. You are stating that using a score of 21 simultaneously breaks balance and is also pointless. If there is some improvement that potentially breaks the balance, then it would seem like it would be to the player's benefit to use a score of 21 as opposed to 20, even if the modifier is the same.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
There are not a lot of mechanical differences in 20 vs 21 (although there are some, particularly with the STR ability). The reason for 20 as a cap is probably because its a nice round number to cap a score at, while also granting you a significant benefit (+5 modifier) for hitting the cap.
I would echo hollow's point that making the the cap 21 does create potential for a player to make a mistake and waste an ASI with no potential for further benefit.
And it is possible to increase your score above 20 with magic items, epic boons, and other elements, so its only a cap on non-magical development (outside of some class features)
Yeah, it's less about "balance breaking", and more about "what's the benefit?" There are plenty of ways to go over the standard ability score cap, but (AFAIK) it's always by an even integer.
There's very little reason for the cap to be in increments of odd integers, and I'd be more concerned about players feeling "cheated" for maxing an ability score without a clear benefit to doing so.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
You say there is little reason for the cap to be in increments of odd integers, but the highest value for each tier of modifier is an odd integer. If anything I find it odd that the cap is at an even integer when every other tier's highest reachable value is odd.
Also, I really just find it all of it to be a little odd. I don't plan on changing how I play the game over it, just think its strange that if theres no benefit to having a score of 21 why the rules prevent players from reaching it unless they are assisted by magic items.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Because there is no benefit from having a 21. So if a PC uses there ASI to bump to scores from 20 - 21, they have essentially wasted an ASI. It makes perfect sense to cut off the Ability scores at the even integer since that is when there is a modifier score change. They gain for all intents and purposes 0 benefit from a score of 21, so why make that the maximum score achievable via non magical items. Getting a score of 20 makes a difference because that is the threshold. It is similar to when at lower levels if you get a +1 to a score, you are more likely to place that bonus into an odd integer than an even integer score because changing the odd integer to an even makes a difference. Where as making an even integer odd via and increase does nothing to the characters stats (for the most part).
The short, probably blunt answer: This is a game, that's how the rules were written, and there doesnt have to be a "good" mechanical reason for placing the cap at 20.
There is a psychological reason though, that players like to "max out" a character. and in doing so, they like to have a "capstone" benefit for doing so (see: level 20 abilities, etc). Going from 19 to 20 on an ability score provides that "capstone" (a modifier increase from +4 to +5) that satisfies that psychological need for maxing out the stat. Going from 20 to 21 has no real benefit for the majority of players as there is not modifier change. Sure, you could do it, but it will be disappointing to players who want to max out a stat and have an appropriate benefit for doing so. The devs want the game to be enjoyable, so it makes sense they set the cap at 20 where achieving the max grants a benefit and triggers that satisfaction in the player. Otherwise its: "congrats, you maxed out the stat! your prize is practically nothing!"
As to the switch occurring on an even integer: This ensures that there is a true minimum (-5) modifier and a true maximum (+5) modifier in normal PC development that only has one stat that grants them (1 and 20, respectively). This holds true for the monster cap of 30 (+10) which is the only number that grants that modifier as well.
My take on it is that a +5 modifier represents the pinnacle of natural development. Once you get there, you can't get any higher without the assistance of magical or supernatural means(Level 20 Barbarians being the exception, depending on how you flavor the source of that capstone ability). And you "get there" at 20, not 21.
Is it arbitrary? Sure, but D&D is a game, not a physics simulation. A certain amount of arbitrary is always going to exist in the rules.
I think you're looking at this backwards; the highest value for each tier of modifier is at an even integer of ability score. When you go from 17 to 18, your modifier increases from +3 to +4. When you go from 18 to 19, your ability modifier stays the same. You don't have a modifier of +4.5, and you haven't gained anything of tangible value if the ability score isn't Strength--you've just made progress toward your next increase. Odd integers are basically just way-points in your training. Why would a system set the cap at a way-point?
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I'd actually like to refer you to Murphy's Law, which is often over-simplified to just, "Life sucks, deal with it," but really the idea is "If something can go wrong, it will go wrong", which is an engineering philosophy. It was based on a specific experiments which were failing because a cord used in the experiment was plugged in backwards. This was solved by altering the machinery so that it was physically impossible to install the cord backwards. Electrical outlets of different voltages are shaped different, because if you plugged the wrong device in it could have catastrophic results.
In that same vein there's no real benefit to capping ability scores at 21... unless someone is really passionate about upping their carry capacity. But, as many have mentioned, it could result in people wasting their ASI to boost a score that cannot provide any benefit. That has the potential to upset players, so... Murphy's Law: if it can go wrong, it will go wrong. Therefore... make sure it can't go wrong in the first place.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Thanks to everyone for the responses. Some of the reasoning I kind of expected going into the question, others had some fresh insight and perspective I hadn't thought of.
Again, I had no intention of changing anything based off of this (except maybe letting a player of mine go to 21 for fun), but it was really just an odd thought that popped into my head.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
On this same point, I've always wondered why all the STR increase items (belts and gauntlets) are either 19, 21, 23, 25, etc. Why not simply an even number one digit lower? Why the consistent odd number?
Same goes for other stat increasing items (Amulet of Health is Con 19).
I always thought it was to make them seem as powerful as possible while still letting players outshine them as they level up... Although that theory does fall apart a bit with equipment that exceeds 20
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Most of those reference giants...and giants all have odd strength scores interestingly enough. The belts all match the giants actual STR score so that’s why they’re odd
Interesting. So that leads one to wonder why ogres and giants were designed that way since it does not appear to provide any additional value.
That being stated, it isn't just STR items based on monsters. The Amulet of Health is 19, the Headband of Intellect is 19. I am not aware of other magic items that increase other stats in a similar manner (but there should be if there are not!). There clearly appears some intent behind the use of odd numbers.
Can possibly find examples for the other, but for at least the Headband of Intellect, being 19 instead of 18 prevents the wearer from falling victim to an Intellect Devourer
Having the items at odd integers also mirrors the psychological component of players wanting to maximize their stats--it makes you want to surpass the items' limit.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
As for why 20 is the cap instead of 21, I don't think aesthetics wasn't a factor here. A d20 is the heart and symbol of D&D, you can only level to 20, max "base" AC is 20 (plate + shield), stats cap at 20. I feel like maybe they started designing with some of these values as reference points and worked out the rest of the math around them.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
With respect to magic items providing odd values, keep in mind that there are some mechanics that play off of the ability score itself, and not just the modifier.
Example: Carrying Capacity (STR x15) and Long Jump (Distance = STR)
Giving Giants and Belts of Giant Strength odd values allows Monsters and PCs to have a mechanical advantage without directly impacting combat and challenge mechanics.
~~~
As for why Adventurer's have a soft cap on their attributes, there is a mechanical and a narrative reason:
Mechanical
As new content is released, it can be really hard to anticipate the kind of cheese that dedicated players can develop. By setting a cap, content developers can safely do their job without worrying about triggering catastrophic domino effects.
Narrative
Adventurer's exist within a world full of wonder and danger. Villains should be bigger, better, faster, stronger. In order to ensure an appropriate power dynamic, players exist within a bell curve, while monsters and divine beings exist within an overlapping curve.
In that same vein, an ability modifier can be loosely interpreted as a "Standard Deviation", rather than as linear growth.
Using "IQ" as an analog for INT Modifiers, this is approximately how it would be interpreted:
INT 10 [+0] is equivalent to an IQ 100 "Average" (High School Graduates)
INT 12 [+1] is equivalent to an IQ 115 "Bright" (College Graduates)
INT 14 [+2] is equivalent to an IQ 130 "Superior" (MDs, JDs, and PhDs)
INT 16 [+3] is equivalent to an IQ 145 "Very Superior" (~Optimized New Adventurer~)
INT 18 [+4] is equivalent to an IQ 160 "Genius" (???)
INT 20 [+5] is equivalent to an IQ 175 "Super Genius" (!!!)
Einstein is considered to have an IQ of 160, which puts him at the ~99.9968% percentile. Tests at or beyond this level are generally considered statistically meaningless. A player with an ability score of 20 would be considered to have a rarity of 1 in 14,367,357. That translates to just 528 people in the entire world having or exceeding 20 in any given attribute. (The global population of Toril could be estimated to be in the ballpark of 340 Million, so that would translate to as many as 23 people with a 20+ attribute.)
Someone with an IQ of 145 talking to someone with an IQ of 100 would be equivalent of a normal adult talking to a child.
Someone with an INT score of 22 probably wouldn't even bother talking to an average person if they could avoid it.
Of course, this isn't a perfect tool, and obviously doesn't apply across the board, but it works as a frame of reference.