I wonder why rolling for stats is so important to us DnD players. In storyteller, I pick exactly the stats I want. In Mutants & Masterminds, same deal.
IME, how much of a problem that is depends on the importance of your selection balanced against the availability of points. If a system gives you a small amount of points, lets you spend them anywhere, and makes just one or two attributes really important for the character, point buy tends to produce repetitive or even distorted character designs. This, I think, is why I can stand M&M point buy (more than enough points to reach your limits in several categories) as opposed to D&D (reaching limits is expensive but mechanically compelling.)
oWoD deals with this by masking probabilities, but to its credit, it forces you to spend your points in categories. Still, I think the points are a bit slim.
nWoD, while a more solid system IMO, has more of a problem because the probabilities are more clear and it's easier to "game" the character.
I decide what you want to do and your character is as effective as you want them to be. This does not work for a lot of DnD players I've met, and I wonder why.
It doesn't work for
this DM because of the aforementioned cookie cutter and hyper-optimized character designs.
I admit, it took my about five years to get into point buy. Now I'll never go back, but before I was very resistant. Rolling those stats was really important to me. Part of it was a way to differentiat myself from other characters. "Yeah, I'm playing a Fighter, but I got an 18 Con, where as Joe over here only has a 13." Another part was the chance of excellent luck, with lots of good stats that you couldn't otherwise get.
Now I prefer point-buy because it levels the mechanical playing field and forces players to think about their characters beyond mechanical stats.
I find that point buy has a much higher tendency to think about your character mechanically. It gets you into little internal debates like "is 2 more points of strength really more than 4 more points in my other stats?", and can even tempt you to sacrifice concept for mechanical efficiency.
There are methods that can produce a middle ground between the randomized and point buy or array styles. But the designers haven't been thoughtful enough to include any such methods in the books.
I had one such method; I thought I had put it in the blogs, but I see I have not. Guess I have an idea for my next blog post...
Edit: and here it is:
http://www.enworld.org/forum/blogs/...en-more-equitable-random-stat-gen-method.html