1. It is worse for Role-playing.
Yea okay maybe you can just keep dicerolling to get the outcome you want but there is a hidden joy to having to roleplay an uncertain stat table. Table top players know.
if randomness was fun to roleplay, that would apply to everything, not just stats.
"Gee, I rolled a wizard... I actually wanted to play a fighter though, but computer says no." "Let's see what I got for alignment... chaotic evil. Hoo boy. I had come up with this Minsc like character with an ineffective but loyal animal companion and sort of good alignment. Neutral would have been ok, but this is
actually going to be hard to roleplay in my group with the paladin." "Race die says I'm a faerie now. That's a new one."
There is a way bigger difference between randomness in classes and randomness in stats.
Not really, an 18 Dex character could make an effective archer, no matter if it's a Ranger, Fighter, Barb, Paladin, Thief, Monk, Cleric, or Druid.
An 8 Dex character isn't going to be an archer regardless of class.
A dice-roll start doesnt completley inhibit your vision of playthrough and can even help it.
Let's say my concept for the character above was that of a dual wielding striker. How would you make that work if the randomness fairy bestows a Dex of 8 on you?
get away from stat attributes entirely, use traits/talents/feats for everything instead
triangles.
the thing is in an RPGs, there are multiple people/npcs in the party and they are subjected to the same stuff as your charachter. Some will might get obscenely godlike rolls for their stats making them the real powerlifters of the group and some will be wet tissue. This nullifies the need for your person to even be good at the archetype that you want it to.
Ok, fair point. Let's say there is party creation and I get to create 4-6. One of them is probably going to be a high Dex character. Let's just hope he won't also get a low BAB class from the RNG, because my point still stands, if randomness enhances roleplay, then this can't only apply to stats. OTOH, maybe I could multiclass to a high BAB class on first level up. So yeah, I do see a very limited point there.
What if my party of 4 was supposed to include both a high Dex dual wielder and a high Dex archer? I already have to get pretty lucky to make that result. IOW, this principle only applies if there is full party creation and I only want 1 of each archetype. It already stops working that way with companions. If I want to start out playing a Rogue kind of character, and I got low Dex and Int, and I have to play for 1-3 hours to even get to pick up a Rogue companion, you're ruining the player's experience for... what benefit exactly?
I could also keep re-rolling until I get two high Dexers, in which case the real question is why I even had to reroll to get there. Now one of them has a 17 Dex and the other has an 18 Dex. Roleplaying mission achieved?
On top of this creates emergent gameplay and hidden storylines in your party by designating who are the real brawn or brains of the group and it is all done by randomness.
It emerges through gameplay that the Wizard is the real brawn in the group (Str 19) while the Fighter has trouble carrying his own stuff without tripping over his feet (Str 8). This creates a hidden storyline where the muscle wizard allows the weakling Fighter to play the brawler, but the Wizard is actually the one who starts trashing tables in bars when drunk.
Oh, you mean LARPing.
Problem #2, the Wizard can't really make use of his immense Strength outside of checks because his BAB is still too low, and anyway, he's better served/ the party is better served with nuking things from the back. Meanwhile the Fighter is (literally) crippled by his lack of Strength. Is your goal to actually try to create an arbitrary difficulty mode by slapping peasant characters on the player?
You cant do this by point-buy because you can safely keep your character in his safe space power level of the ubermensh catagory.
Yes I can, I can do anything with point buy that I could do with randomness
If I really want to have... 1,2,8 characters who are unsuited to their role, I can do that. What's better, with point buy, I can actually make
effective oddball characters. Characters who kind of go against the grain of their class (like the Muscle Wizard), and who therefore need good stat
allocation rather than just high overall stats. With those characters, you need to pick race, class, stats, equipments and feats
more carefully. So I end up with a character who may not be as effective individually as other members of his class (Muscle Wizard is still attacking things with magic swords when his peers are already throwing 16D6 AoE spells around), but they do make sense within the concept you came up with for your party. And that's exactly not what you get out of RNG. What RNG can easily do is create a peasant character for you who is just going to stay behind the usual power curve for that class/ build, without bringing anything new to the table.
This creates diverging gameplay patterns as your main guy happens to sucks in combat and needs powerful companions to help him or vice verca.
Yeeeaaah... except the devs can already ensure this without RNG.
Question is ofc
why the PC would need to outshine the companions that much (unlikely, there are several of them, and a maxed BG char still couldn't outshine the whole party) or why the companions would need to outshine my PC. You know, the one guy I actually created because devs expected me to identify with him.
In JRPG's it's been the case since a long time that your character is kind of middle of the road. He may be stronger in combat than some support character (usually younger), but weaker than some beast of a man (usually an older guy). That's because your character is pre-defined as being kind of a non-descript normie before he went on da great advenshure. Pre-defined, rather than randomly generated.
of course if you are still arnt satisfyed you could you know.... just rerolll.
Yep, or I could just save me the hassle by allocating points. Thing is, this is usually not how it works. RNG character creation doesn't support point buy... but it can work the other way around. If the player randomly generates stats outside the game, and then buys those stats in-game, and you're given the option to start the game without spending any excess points, we've got random creation in a point buy system. So point buy is still superior by making both players happy.