Someone's confusing "compromise" with "do it my way". Kind of ironic, actually. Because of all the 'sides" I see here, there is one side who absolutely will refuse to play any other way but theirs (everyone's stats have to be the same). By and large, the random die roll crowd is perfectly fine with you playing with whatever method you want
Except some of them keep telling me I'm jealous, am suffering from sour grapes, am an immature whinger, or don't know what is or isn't fair in my campaign!
I don't care about others' games, which I don't get to enjoy, nor have to suffer through. I only get to enjoy, and suffer through, my own game. The point of my posts is mostly to explain why, in my game, rolled stats would be a detriment and introduce needless unfairness into it.
That's what the array is, quite literally: every starts with the same stats. We've also had people admit they do not like it at all if any other PC has any additional bonuses, using phrases like "not fair" or "punishing", which certainly infers that everyone must have the same stat baseline.
Array is not "everyone starts with the same stats". It's the same stat spread, but players can choose where to allocate them.
Furthermore, as I have already stated, my 4e campaign uses point buy, and I posted the spread of stats upthread. The players don't have the same stat baseline. They can trade off breadth against depth. Only one started with a primary 20. Another started with a primary 16 (also wanted CON, DEX and WIS as well as primary STR).
But the outcome of point buying stats can be disparate as well. So is point buy also one of the methods that can be fair but may not be depending on the outcome?
The issue isn't
disparity. It's
mechanical advantage. Points buy forces a trade-off between breadth and depth. Rolliing permits a lucky player to have both.
What people are saying (and I've said it myself), is not "go play your immature non-D&D game". Use whatever style you want, I don't care. What we/I am saying is, "if you're getting that worked up because another player happened to have a higher stat and you're seriously telling me you're getting punished and encounter out of game distress over it, then that's an immature reaction."
I don't think it's immature to be irritated by a game set-up being biased in favour of one player rather than another.
Which, for the approach to play that I prefer, is a potential consequence of rolling stats.
Just because some PCs are a few points better in their check modifiers, doesn't mean they have to rule everything. I wouldn't want to base my fun on how successful another players is, and seeing some variations in mechanical success doesn't make it any less true D&D.
I think this is an illustration of differences in goals of play, of the sort I have mentioned above.
If the goal of play is
success, but not competitive as between players, then the fact that some players have a mechanical advantage, and hence get more successes, may not be an issue. Particularly when the fun consists to a significant extent in
trying to succeed, then provided you don't
lose to often the fact that you're not the most successful may not matter.
In my case, an important goal of play is for the players to shape the shared fiction via the mechanics of action resolution. To some extent this is a zero-sum game (if A shapes the fiction, then B hasn't), whereas in a non-competitive environment
success is not zero-sum. Also, unlike success as a goal,
shaping the fiction is something where the fun is more strongly located in the
realisation of the goal, rather than in the
trying.
Rolling stats doesn't lead to a fair spread, because life isn't fair. Why should D&D worlds be more fair with respect to one's mental or physical attributes than it is in real life?
The question seems to be rhetorical, but I'll answer it nevertheless.
In my case, because D&D is a game. A leisure activity. In which the players converge to participate, collectively, in an activity that involves them adopting vehicles (
player characters) for shaping a shared fiction in which those characters will be protagonists confronted by crises and driven by dramatic need.
It undermines this project for the players to have vehicles that are not of (roughly) equal adequacy for the task.
Low bonuses often lead to interesting characters, because they tend to work harder to get good, don't rush into combat every chance they get, don't do reckless things, and tend to play more intelligently and consciously and get more immersed in the story.
This is absolutely contrary to my experience. The degree to which a PC is interesting depends on play, not stats, and play is about engaging the fiction via the mechanical action resolution systems. Low stats don't facilitate this any more than high stats.
Interesting things happen when players declare actions with lower chances of success (because failure is more likely). But interesting things happen when players delcare actions with high chances of success, too (because, until the campaign comes to an end, success in respect of one conflict will lead the PCs to a new confict).
If you think your character is "overshadowed" by a single +1 advantage by your neighbor, then yes, that is by definition what a "rollplayer" is. It's not like using point buy doesn't lead to viable characters in 5e, it absolutely does and by level 4 or 8 you will have that 18 or 20 and be caught up. If you then complain about not using those slots for feats, then yes, again, that's what a powergamer is
You seem to assume that wanting to impact the fiction via the mechanics is a flaw in a player. I regard it as a virtue.
(I think there is also some tension in your views (as I understand them) that (1) there is something good about playing a mechanically strong character, but (2) it is a personality flaw to want to do so.)
I especially like the challenge of making a viable, even potent character, with some oddball stat combos. A character that had multiple 16s would end up quite different than one with a single 17 and a bunch of 12s and 13s and a couple 7-9s. It adds variety because there is a completely different subset of optimized race / class / feat / multiclass choices for each set of stats.
This can be done with points buy also.