The de facto 'what's possible' for ability scores is 3 to 18. The character creation chart has nothing higher than an 18. Comparing PCs with an ogre is imperfect, in part because monsters are handled differently than in many other game systems, flat out not going by the same rules as PCs.
I understand it would be helpful to have a 'true' answer from Mr. Goodman himself, but if it turns out you don't like his answer, do you then like the game less?
Part of the ethos of the game is that you define and run things how you want them for your campaign. You can change things up from one campaign to the next. Some folks like 'superhero' dungeon delvers, and some prefer 'merely mortal' delvers. The game lets both groups have their cake, and eat it, too.
Lot's of ideas have been bounced around; why not just go with what you feel is more fun to play: capped at starting value, capped at 18, no cap at all, cap at starting value unless magic is happening, etc. etc. etc.
_________________
Gnome Boy
• DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link:
Here Be DCC MonstersPbP Purple Planeteers!Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd
Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd
Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob
Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp
RIP
Stinky Pete, Ostler —
Spine snapped by tackling Kith