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 (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!
Pbp Secret of Bone Hill characters:
Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit)
Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack
Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll
Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)