sorry for the long story, but I could use your help. I’m a new player, who somehow managed to create a group with some others (5 btw). This group consist completely of writers. Some (including the DM) have a bit expierence in TTRPG, but most are a green as me. We created our characters seperately at home, but rolled together for the stats at a long afternoon and in the end played a quick session zero.
For my character I used a character from a very old story and altered her to be more fitting for DnD (which turned out quite well after five rewrites and 3.000 deleted words. Argh.).
Long story short: a halfelf bard with entertainer background, maybe I'll multiclass her to wizard to some point. My bard comes from a family of crazy strong magic users (kind of the mad scientists of the wizarding world) and she is not much different from them in terms of having a curiousity in a lot of things, be a bit of a know-it-all and having questionable morals (in name of the knowlegde everything is permitted). (Her background has been carefully set up to not cause any rouble to the DM which was approved).
Her being a know-it-all was my fantasy about her and I never expected to come true. However, when we rolled her stats it turned into a reality.
This is what I rolled for her (this includes racial traits etc):
Strengt: 9
Dex: 14
Con: 0
Int: 18
Wisom: 15
Charisma: 19
Keep in mind that, because of her build, I have seven proficiencies. 6/7 are +6 and 1 of them is +4. Truth to be told, I even rolled higher, but I lowered my con and wisdom to this current list.
To be completely honest: I really love this. My bard is exactly having the stats I could only dream of. I love her having all those different skills (which are arcana, history, nature, deception, performance and persuassion +6 and acrobatics +4). It fits her perfectly as the knowlegde loving traveler she is. The reason she is a bard and not a wizard is because she also loves telling about the things she learned about (and music), but she is not the obniouxes type of bard and her knowlegde is only shared when asked. Personality wise: she is also not a fighter at all and being perfectly fine being the support of some strong guy or gal, but prefers to rely on her knowlegde and charisma.
While playing the session zero I noticed how easily it was for my character to get something with her charisma. Same goes for casting a spell (really effective: Dissonant Whispers. Nobody expected the bard from blowing the enemy away in her first try).
Maybe it's a guilty pleasure for wanting to play an OP character, but I'm afraid I will give my (not very experienced) DM a hard time with this (and perhaps the other new players too).
I was thinking about lowering my strenght stat even more. Maybe lower dexterity, but my party doesn’t have a tank and, as the session zero proofed, we are kind of screwed in a fight (we’re still learning the ropes). Being able to dodge something might come in handy. Lowering con any more is a bit of a no and int, wis and char I like to keep like this. She fights with a sickle so I don't plan to put her near an enemie anything soon. I rather get a crossbow or something.
But maybe you have tips for the RP’ing? Like altering my bards personality to being more insecure and only appear charismatic when needed. Or ignore some proficiencies like simple weapons or something?
So, how do I play an OP magic/knowlegde loving character without wrecking the game while (mostly) keeping the stats?
Lowering your strength isn't likely going to do much, and losing dexterity will only get you killed faster, your con says 0 and I'm not sure if that was supposed to be a 10 or a +0 or some other typo but that's lower than I would want it.
The fact that your mental stats are high isn't necessarily a guarantee that you'll dominate. Your skills will be good and your bard and potentially wizard spells will typically be effective, but your choices of spells used will determine a lot of how you affect combat. Additionally, there are plenty of ways that the DM can mitigate your effectiveness, starting with having creatures stick close to you to give your attack spells disadvantage.
On the other hand, if you want to play more of a support role, you can pick spells that will buff your party or heal them. You can throw in periodic attacks and debuffs on the enemy, particularly in times when the party needs a little extra.
Bards are supposed to be skill monkeys anyway and expertise gives double proficiency to two skills at first or second level (forget which), and having +5 on skills isn't unheard of with the standard array without expertise. Having a +6 will make you a little more capable, but not overwhelmingly so.
If anything, having you be a little more capable will help the DM go through growing pains, since the DM has some freedom to play with toggles of encounter difficulty without having to worry about total party kills without introducing a plot point to save the party. By the time that they've become more comfortable with that aspect, you won't be so overwhelmingly powerful and they will probably be ready to allow PC deaths to enter into the equation for the suspense angle.
Before I get into answering your question I must say: Do Not Change Your Character. This is an extension of your imagination and the representation you really wanted in the RPG, if you alter this too much you risk losing the thing you love.
I'm a 30-some year veteran DM, I know 4 editions of D&D well, and I rarely get to be a player. There are very few things that my players can toss at me that will cause me issue. I have made every mistake a DM can make, and I'll make more as I continue in this role. Because of these mistakes I have learned many lessons and figured out how to relax and work with the crazy situations that my players may throw at me. When it comes to "OP" characters, they are easier to handle than most people think, and I'll bet your DM will be able to handle this situation given enough time. I'll give you my thoughts about your question from both sides of the screen.
As a DM:
The reason most DMs find "OP" characters hard to deal with is because they're focused on that character alone. When playing in a game like this there is a party, a group of people playing, and that group must work together to accomplish the goals before them. This is integral to how a DM should approach OP characters, without the help of the rest of the party a single character can, and will, fall. A Barbarian who can soak up large amounts of damage while dealing powerful blows is hard to deal with, even more so when there's a healer and ranged support. A Bard that can Persuade the king to hand his crown over is powerful, being able to use their spells to demolish the enemy is frustrating, and with a healer and a tank, it's even more frustrating. The Barbarian will fall prey to mind affecting spells easier, the Bard will find they are unable to soak up the damage a tank can, both have an exploitable weakness. Without their support, those weaknesses can be exposed and used to great detriment.
It takes time to learn how a party works together and figure out how to truly challenge them. It's frustrating to watch players go through the content with little to no effort, especially if it's homebrew content. It's also disheartening because, with the lack of experience as a DM, there seems to be no way to stop the OP acts. The thing is, this frustration fades the more the DM plays and learns about the mechanics of the game. Learning how to use combats to their greatest effect, learning how to understand that a charming person may still fail to persuade a distrusting merchant simply because the merchant doesn't like Half-Elves, learning that there is more to the game than the numbers. All of these experiences will give the DM more confidence and tools to use as the game continues on. The role of DM is hard, the best thing you can do as a player is help them through their frustration and make sure to let them know that you're enjoying the game, or let them know the things you'd like to see changed. Open communication will help a lot with building a wonderful game together.
As an anecdote I'll tell you about one of my player's that I'm dealing with; an "OP" Barbarian by the name of Mhurren. This guy can take hundreds of hit points worth of damage, he's resistant to most types of damage, and he's got a pretty savage attack in combat. To say the least he's a nightmare to kill and has made some of my more challenging encounters seem pitiful. In order to make the game enjoyable to both me, and him, I had to adjust how I handled situations where he'd be the most trouble. Combat encounters started having him against creatures that were resistant to the damage that he put out, social encounters started to have more racial issues, and I've begun to have more magic being tossed around to make him have to consider how he'd work through the challenge. However, I know he's the type of player that really wants to be seen as a strong and almost impervious hero, so I do give him those moments as well. I've learned how to use his weaknesses and strengths against him to create dramatic tension, as well as give him the ability to explore and use his might in ways that show his character as the monstrous champion that he wants to be.
As a Player:
As a player it is vital to play to your character rather than to the numbers on the sheet. When you created your character you had an idea of personality, goals, desires, what she'd excel at, as well as what she was deficient in. You didn't create her to be "OP", you created her to excel in particular skills, and you got exactly what you wanted. As the game goes forward remember those flaws and exceptional abilities and play to them. Is there a creature you abhor, hide from it, is there a racial stigma that is present, use it to alter her approach, is there a particular item that you adore, have her drop everything to get it. As long as you're playing to your character and not trying to thwart the efforts of the DM, then it will only serve to enhance the game.
I mentioned earlier that I rarely get to play, this means when I do I tend to give it everything I have. With my experience as a DM I tend to find ways to make my characters "OP" in certain aspects of the game. I also tend to know a lot more about the creatures, scores, and other information that gives me a bit of an edge simply because I've been doing this for so long. When I play I try to "forget" what I know, separating my player knowledge from my character's knowledge. Because of this I try to play my characters as background actors rather than the main protagonist. When I feel like I'm stepping on the DM's toes, or that my acts are causing frustration, I'll start to explain my thoughts and actions before declaring them. This gives the DM time to consider how they'll approach what I'm doing rather than catching them completely off guard. I try to work with the DM as much as possible rather than against them or in spite of them.
I also choose to do the "wrong" things even when I know it's not the most efficient choice at the time. No matter how skilled my character may be, no matter now many tools I have at my disposal, I am still playing a character that is capable of making mistakes. An example of this is my Ranger/Rogue, he's very prone to wander off or disappear without any notice to my party. I do this because he grew up needing to fend for himself, so when he gets an idea that might be risky, he doesn't want to involve anyone. However, he's got a worry that he's not good enough to be considered a hero, so he's also trying to protect and save his party. This creates moments where he'll endanger the party or himself by making poor choices. I know they're poor choices, but as a character, he doesn't.
---
I hope this helps some with your question, and I hope you all have a wonderful game.
Your character sounds interesting. She has a backstory and a concept. That puts her ahead of many RPG characters. She is very, very good at what she does, but that is not a problem with the character. I have a couple of wandering damage factories in my campaign. If I throw something in front of them that they can hit it will probably go down. What I have to do is give them challenges that aren't solved by hitting things.
Give your DM time and they will get used to what your character and the other characters in the group can do. You already said the group is not good at fighting. That is something the DM can work with to challenge you. there are monsters like undead for instance that cannot be charmed or reasoned with no matter how high your Intelligence and Charisma are. There are going to be puzzles and situations that will require skills your character doesn't have, of that need more than just a good dice roll to solve them.
Play to your character's personality. Suggest ideas for adventures or encounters you think would be fun for the character to play through. I frequently ask my players 'What would you like to do next?"
It sounds like you are all new to the game. Have fun, relax, and be assured that everybody has growing pains in their first few campaigns.
Truth to be told, I even rolled higher, but I lowered my con
I think maybe you went too far.
;)
I wouldn't worry about it at this point. First, the fact that you're concerned about it makes you unlikely to be looking for opportunities to power-game. And that's half the battle. Characters who are really good at things are nowhere near as frustrating for a DM as are players who are constantly wanting to be great at everything. The former DMs can throw challenges at, no matter how good they are. The latter will be forever whinging about not being able to do the things they know or think they should be able to do :)
Regarding those stats and challenges specifically, without knowing what Con actually is (10?), you are looking at some good stats. But at most you're talking about the difference of a +1 being added to a few more rolls than a point-built 'average' character. If your character having a couple of +4s instead of a couple of +3s is going to break encounters, there are more serious problems going on, right?
Take Charisma for an example. Having a 19 Cha doesn't mean that you should be able to talk your way out of anything. If the city guard walk into the shop and you're standing, alone, over the dead body of the shopkeeper, and they don't know who you are, they're going to detain you. I don't care what you roll. Now if you've met one of them before and conned him into thinking you're a secret agent for the King, different story. You're also not talking my innkeeper into giving you a free room, or bargaining a 1000gp magic item down to 100gp, etc. The most charming people still have reasonable limits. Same for all the other stats.
And then...I'm still going by what you the player say quite often. I'm currently playing a Warlock/Bard with an 18 Cha, and in one of his personas (a changeling), he's smooth and charming. But even then, we were sneaking around a bad guy fortress, and a door opened up in front of me and a captain of the guard walked in. I was in disguise as a guard, but the captain looked at me, said "Who are these two other intruders?" and I...drew a blank. I said something like "Uh, I don't know what you're talking about...they're...authorized." Yeah, no. We didn't even bother rolling, lol. There's a degree to which a less charming/witty player should be able to play a more charming/witty character, of course. But I as a player need to at least have some idea of how I would con the guard captain. If I just say "Ummmm...ah.....", my high Cha is just wasted in that moment.
Your DM should be able to roll (no pun intended) with that CHA stat, you'd expect a bard to be charismatic. It sounds like they're lucky to have a group of players wanting to enjoy their characters and not max their stats to try and "win". All in all, looks like you have an excellent table!
Sometimes it can be dramatic and entertaining when a character with a high stat block fails, a 19 stat isn't a guaranteed success. The game I'm currently running has an elf rogue archer, who has a DEX of 19. The party is still at level 1, so she's making short work of goblins and bugbears. That said, during one session she rolled a natural 1 whilst trying to shoot an enemy engaging one of the other party members. That didn't go so well.
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Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!
You will only be OP in the first level or so anyways. As you encounter higher CRs the game shifts a bit where stats mean less so I wouldn’t change anything and stick to what you want to do within the rules. The game becomes level.
As a player, I only use standard point buy when I make my characters in a group that rolls dice. The other PC’s stats are always higher but they die or otherwise fail just as fast.
As a DM, if the game is getting too easy due to high stats I make the game harder to achieve balance.
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Hey guys,
sorry for the long story, but I could use your help. I’m a new player, who somehow managed to create a group with some others (5 btw). This group consist completely of writers. Some (including the DM) have a bit expierence in TTRPG, but most are a green as me. We created our characters seperately at home, but rolled together for the stats at a long afternoon and in the end played a quick session zero.
For my character I used a character from a very old story and altered her to be more fitting for DnD (which turned out quite well after five rewrites and 3.000 deleted words. Argh.).
Long story short: a halfelf bard with entertainer background, maybe I'll multiclass her to wizard to some point. My bard comes from a family of crazy strong magic users (kind of the mad scientists of the wizarding world) and she is not much different from them in terms of having a curiousity in a lot of things, be a bit of a know-it-all and having questionable morals (in name of the knowlegde everything is permitted). (Her background has been carefully set up to not cause any rouble to the DM which was approved).
Her being a know-it-all was my fantasy about her and I never expected to come true. However, when we rolled her stats it turned into a reality.
This is what I rolled for her (this includes racial traits etc):
Keep in mind that, because of her build, I have seven proficiencies. 6/7 are +6 and 1 of them is +4. Truth to be told, I even rolled higher, but I lowered my con and wisdom to this current list.
To be completely honest: I really love this. My bard is exactly having the stats I could only dream of. I love her having all those different skills (which are arcana, history, nature, deception, performance and persuassion +6 and acrobatics +4). It fits her perfectly as the knowlegde loving traveler she is. The reason she is a bard and not a wizard is because she also loves telling about the things she learned about (and music), but she is not the obniouxes type of bard and her knowlegde is only shared when asked. Personality wise: she is also not a fighter at all and being perfectly fine being the support of some strong guy or gal, but prefers to rely on her knowlegde and charisma.
While playing the session zero I noticed how easily it was for my character to get something with her charisma. Same goes for casting a spell (really effective: Dissonant Whispers. Nobody expected the bard from blowing the enemy away in her first try).
Maybe it's a guilty pleasure for wanting to play an OP character, but I'm afraid I will give my (not very experienced) DM a hard time with this (and perhaps the other new players too).
I was thinking about lowering my strenght stat even more. Maybe lower dexterity, but my party doesn’t have a tank and, as the session zero proofed, we are kind of screwed in a fight (we’re still learning the ropes). Being able to dodge something might come in handy. Lowering con any more is a bit of a no and int, wis and char I like to keep like this. She fights with a sickle so I don't plan to put her near an enemie anything soon. I rather get a crossbow or something.
But maybe you have tips for the RP’ing? Like altering my bards personality to being more insecure and only appear charismatic when needed. Or ignore some proficiencies like simple weapons or something?
So, how do I play an OP magic/knowlegde loving character without wrecking the game while (mostly) keeping the stats?
Thanks for reading!
Lowering your strength isn't likely going to do much, and losing dexterity will only get you killed faster, your con says 0 and I'm not sure if that was supposed to be a 10 or a +0 or some other typo but that's lower than I would want it.
The fact that your mental stats are high isn't necessarily a guarantee that you'll dominate. Your skills will be good and your bard and potentially wizard spells will typically be effective, but your choices of spells used will determine a lot of how you affect combat. Additionally, there are plenty of ways that the DM can mitigate your effectiveness, starting with having creatures stick close to you to give your attack spells disadvantage.
On the other hand, if you want to play more of a support role, you can pick spells that will buff your party or heal them. You can throw in periodic attacks and debuffs on the enemy, particularly in times when the party needs a little extra.
Bards are supposed to be skill monkeys anyway and expertise gives double proficiency to two skills at first or second level (forget which), and having +5 on skills isn't unheard of with the standard array without expertise. Having a +6 will make you a little more capable, but not overwhelmingly so.
If anything, having you be a little more capable will help the DM go through growing pains, since the DM has some freedom to play with toggles of encounter difficulty without having to worry about total party kills without introducing a plot point to save the party. By the time that they've become more comfortable with that aspect, you won't be so overwhelmingly powerful and they will probably be ready to allow PC deaths to enter into the equation for the suspense angle.
Before I get into answering your question I must say: Do Not Change Your Character. This is an extension of your imagination and the representation you really wanted in the RPG, if you alter this too much you risk losing the thing you love.
I'm a 30-some year veteran DM, I know 4 editions of D&D well, and I rarely get to be a player. There are very few things that my players can toss at me that will cause me issue. I have made every mistake a DM can make, and I'll make more as I continue in this role. Because of these mistakes I have learned many lessons and figured out how to relax and work with the crazy situations that my players may throw at me. When it comes to "OP" characters, they are easier to handle than most people think, and I'll bet your DM will be able to handle this situation given enough time. I'll give you my thoughts about your question from both sides of the screen.
As a DM:
The reason most DMs find "OP" characters hard to deal with is because they're focused on that character alone. When playing in a game like this there is a party, a group of people playing, and that group must work together to accomplish the goals before them. This is integral to how a DM should approach OP characters, without the help of the rest of the party a single character can, and will, fall. A Barbarian who can soak up large amounts of damage while dealing powerful blows is hard to deal with, even more so when there's a healer and ranged support. A Bard that can Persuade the king to hand his crown over is powerful, being able to use their spells to demolish the enemy is frustrating, and with a healer and a tank, it's even more frustrating. The Barbarian will fall prey to mind affecting spells easier, the Bard will find they are unable to soak up the damage a tank can, both have an exploitable weakness. Without their support, those weaknesses can be exposed and used to great detriment.
It takes time to learn how a party works together and figure out how to truly challenge them. It's frustrating to watch players go through the content with little to no effort, especially if it's homebrew content. It's also disheartening because, with the lack of experience as a DM, there seems to be no way to stop the OP acts. The thing is, this frustration fades the more the DM plays and learns about the mechanics of the game. Learning how to use combats to their greatest effect, learning how to understand that a charming person may still fail to persuade a distrusting merchant simply because the merchant doesn't like Half-Elves, learning that there is more to the game than the numbers. All of these experiences will give the DM more confidence and tools to use as the game continues on. The role of DM is hard, the best thing you can do as a player is help them through their frustration and make sure to let them know that you're enjoying the game, or let them know the things you'd like to see changed. Open communication will help a lot with building a wonderful game together.
As an anecdote I'll tell you about one of my player's that I'm dealing with; an "OP" Barbarian by the name of Mhurren. This guy can take hundreds of hit points worth of damage, he's resistant to most types of damage, and he's got a pretty savage attack in combat. To say the least he's a nightmare to kill and has made some of my more challenging encounters seem pitiful. In order to make the game enjoyable to both me, and him, I had to adjust how I handled situations where he'd be the most trouble. Combat encounters started having him against creatures that were resistant to the damage that he put out, social encounters started to have more racial issues, and I've begun to have more magic being tossed around to make him have to consider how he'd work through the challenge. However, I know he's the type of player that really wants to be seen as a strong and almost impervious hero, so I do give him those moments as well. I've learned how to use his weaknesses and strengths against him to create dramatic tension, as well as give him the ability to explore and use his might in ways that show his character as the monstrous champion that he wants to be.
As a Player:
As a player it is vital to play to your character rather than to the numbers on the sheet. When you created your character you had an idea of personality, goals, desires, what she'd excel at, as well as what she was deficient in. You didn't create her to be "OP", you created her to excel in particular skills, and you got exactly what you wanted. As the game goes forward remember those flaws and exceptional abilities and play to them. Is there a creature you abhor, hide from it, is there a racial stigma that is present, use it to alter her approach, is there a particular item that you adore, have her drop everything to get it. As long as you're playing to your character and not trying to thwart the efforts of the DM, then it will only serve to enhance the game.
I mentioned earlier that I rarely get to play, this means when I do I tend to give it everything I have. With my experience as a DM I tend to find ways to make my characters "OP" in certain aspects of the game. I also tend to know a lot more about the creatures, scores, and other information that gives me a bit of an edge simply because I've been doing this for so long. When I play I try to "forget" what I know, separating my player knowledge from my character's knowledge. Because of this I try to play my characters as background actors rather than the main protagonist. When I feel like I'm stepping on the DM's toes, or that my acts are causing frustration, I'll start to explain my thoughts and actions before declaring them. This gives the DM time to consider how they'll approach what I'm doing rather than catching them completely off guard. I try to work with the DM as much as possible rather than against them or in spite of them.
I also choose to do the "wrong" things even when I know it's not the most efficient choice at the time. No matter how skilled my character may be, no matter now many tools I have at my disposal, I am still playing a character that is capable of making mistakes. An example of this is my Ranger/Rogue, he's very prone to wander off or disappear without any notice to my party. I do this because he grew up needing to fend for himself, so when he gets an idea that might be risky, he doesn't want to involve anyone. However, he's got a worry that he's not good enough to be considered a hero, so he's also trying to protect and save his party. This creates moments where he'll endanger the party or himself by making poor choices. I know they're poor choices, but as a character, he doesn't.
---
I hope this helps some with your question, and I hope you all have a wonderful game.
Your character sounds interesting. She has a backstory and a concept. That puts her ahead of many RPG characters. She is very, very good at what she does, but that is not a problem with the character. I have a couple of wandering damage factories in my campaign. If I throw something in front of them that they can hit it will probably go down. What I have to do is give them challenges that aren't solved by hitting things.
Give your DM time and they will get used to what your character and the other characters in the group can do. You already said the group is not good at fighting. That is something the DM can work with to challenge you. there are monsters like undead for instance that cannot be charmed or reasoned with no matter how high your Intelligence and Charisma are. There are going to be puzzles and situations that will require skills your character doesn't have, of that need more than just a good dice roll to solve them.
Play to your character's personality. Suggest ideas for adventures or encounters you think would be fun for the character to play through. I frequently ask my players 'What would you like to do next?"
It sounds like you are all new to the game. Have fun, relax, and be assured that everybody has growing pains in their first few campaigns.
I think maybe you went too far.
;)
I wouldn't worry about it at this point. First, the fact that you're concerned about it makes you unlikely to be looking for opportunities to power-game. And that's half the battle. Characters who are really good at things are nowhere near as frustrating for a DM as are players who are constantly wanting to be great at everything. The former DMs can throw challenges at, no matter how good they are. The latter will be forever whinging about not being able to do the things they know or think they should be able to do :)
Regarding those stats and challenges specifically, without knowing what Con actually is (10?), you are looking at some good stats. But at most you're talking about the difference of a +1 being added to a few more rolls than a point-built 'average' character. If your character having a couple of +4s instead of a couple of +3s is going to break encounters, there are more serious problems going on, right?
Take Charisma for an example. Having a 19 Cha doesn't mean that you should be able to talk your way out of anything. If the city guard walk into the shop and you're standing, alone, over the dead body of the shopkeeper, and they don't know who you are, they're going to detain you. I don't care what you roll. Now if you've met one of them before and conned him into thinking you're a secret agent for the King, different story. You're also not talking my innkeeper into giving you a free room, or bargaining a 1000gp magic item down to 100gp, etc. The most charming people still have reasonable limits. Same for all the other stats.
And then...I'm still going by what you the player say quite often. I'm currently playing a Warlock/Bard with an 18 Cha, and in one of his personas (a changeling), he's smooth and charming. But even then, we were sneaking around a bad guy fortress, and a door opened up in front of me and a captain of the guard walked in. I was in disguise as a guard, but the captain looked at me, said "Who are these two other intruders?" and I...drew a blank. I said something like "Uh, I don't know what you're talking about...they're...authorized." Yeah, no. We didn't even bother rolling, lol. There's a degree to which a less charming/witty player should be able to play a more charming/witty character, of course. But I as a player need to at least have some idea of how I would con the guard captain. If I just say "Ummmm...ah.....", my high Cha is just wasted in that moment.
You'll be fine, have fun :)
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)
Your DM should be able to roll (no pun intended) with that CHA stat, you'd expect a bard to be charismatic. It sounds like they're lucky to have a group of players wanting to enjoy their characters and not max their stats to try and "win". All in all, looks like you have an excellent table!
Sometimes it can be dramatic and entertaining when a character with a high stat block fails, a 19 stat isn't a guaranteed success. The game I'm currently running has an elf rogue archer, who has a DEX of 19. The party is still at level 1, so she's making short work of goblins and bugbears. That said, during one session she rolled a natural 1 whilst trying to shoot an enemy engaging one of the other party members. That didn't go so well.
Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!
Never tell me the DC.
You will only be OP in the first level or so anyways. As you encounter higher CRs the game shifts a bit where stats mean less so I wouldn’t change anything and stick to what you want to do within the rules. The game becomes level.
As a player, I only use standard point buy when I make my characters in a group that rolls dice. The other PC’s stats are always higher but they die or otherwise fail just as fast.
As a DM, if the game is getting too easy due to high stats I make the game harder to achieve balance.