Sacrosanct
Legend
I admit, the Traveller part of me sometimes think, "Stop complaining about 4d6 and getting a lower value in one stat. My PC's can DIE during chargen...." 

I admit, the Traveller part of me sometimes think, "Stop complaining about 4d6 and getting a lower value in one stat. My PC's can DIE during chargen...."![]()
Directed across the board, though I may have been quoting you in some preamble that led up to asking it.
And, interestingly, 5e offers derandomized hit points alongside randomized hitpoints just as it does with ability score generation.
But anyway. My table de-randomized Hit Points back in 4th edition (because 4th edition derandomized them) and we carried that with us when we went back to 3e and then onward to 5e.
And, interestingly, 5e offers derandomized hit points alongside randomized hitpoints just as it does with ability score generation.
Possibly because in each case the default gives on average a slightly higher result?Even more interesting, the defaults are different:
In 5E, by default you get a fixed amount of HP, but you can choose to roll (which gets you lower numbers on average).
Also in 5E, by default you roll stats, but you can choose to use standard array or point buy (which gets you lower numbers on average).
One wonders what WotC's reasons are for pushing new players (most players?) in opposite directions for stats vs. HP, w/rt randomness. It's interesting.
Stat envy is when someone else's character is better at what your character's main schtick is than you are. It is trivial to imagine a party where the Bard (primary stat Charisma) has a lower Perform score than several other characters simply because they had a spare 16+ to stick into that stat while the Bard had nothing over 13. Or even lower. Similarly, a Fighter having a lower attack bonus than the Wizard, or whatever else you want to measure that other characters can theoretically try.
I'm not saying that rolled stats are bad necessarily, I'm just saying that if you use rolled stats you have to take into account that it can go badly. I want my randomness during play, not in determining which characters are more powerful.
This page (http://anydice.com/articles/4d6-drop-lowest/) shows that the odds of getting at least 1 14+ are about 92.8%. That means that an entire party rolling up stats, the odds are pretty good (each has a 7.2%, or about 1/14) that someone will have a dud array and be good at precisely nothing. It's about the same odds, in fact, that someone will have an 18+ (9.34%). I'll take the certainly of having a playable character who can contribute over the chance of having a powerhouse... who will then overshadow other characters if I'm not careful.
Also bear in mind that in 5E, as opposed to other games like e.g. Shadowrun, there are aspects which have no numerical bonus associated with them at all. You can always pick those shticks regardless of what you roll (although RP considerations like low Int might conceivably restrict you from choosing some of them).
Choose one or more of the following:
The Supercharger: the guy who kicks other characters into overdrive with Bless/Haste/Warding Bond/Polymorph/Enhance Ability.
The Healer: the guy who keeps everybody uncursed, not turned to stone, alive, and at full HP.
The Arcanist: the guy who makes sure the party always has a safe place to rest, can always teleport to adventure and/or to safety, can decipher languages, etc.
The Summoner: the guy who spies or fights by proxy using conjured elementals, animals, familiars, and/or Chainlock invocations.
I believe these are the main non-numerical aspects I've seen. They are pretty broad, and ideally you'd like to always have one (or more!) of each in a given party, but you can't because there aren't enough PCs (in a four- or five-man party) to fill these roles and other, more stat-dependent roles like "ranged specialist" or "crowd control." So even if you roll up an array of all 3s, make a character that fills some or all of these aspects and you'll be making a valuable contribution, if you can bring yourself to roleplay a barely-sentient vegetable.
For example, I give you
JoeBob the Clerical Savant: senile, 120-year-old adventurer on his last legs, can barely think--but old reflexes die hard!
NG Human Trickery Cleric 7
Str 3 Dex 3 Con 3 Int 3 Wis 3 Cha 3 HP 24
Feats: Tough, Lucky
Skills: Stealthy, Perception, [some others]
JoeBob is barely sentient any more and will probably die any second now. He can barely even communicate, but he still (barely) remembers some old adventuring tricks which he can still use if somebody asks him. For example, if you tell him, "Hey, JoeBob, let's you and me play Mama Bear, okay?" he will twitch his fingers and cast Warding Bond on you, and then Polymorph himself into a T-Rex who follows you around trying to keep you safe via the Warding Bond and his loads of extra HP. If you tell him, "Hey, JoeBob, I need to be sneaky," he will bless you with the tricker's blessing (advantage), and if you ask him to come with you he will also cast Pass Without Trace and follow you around. (His total Stealth bonus under such conditions is +9, which is still respectable.)
He also has triggers for casting Bless, Dodging, casting Dispel Magic/Greater Restoration, healing wounds, and running away as fast as he can.
He shows little initiative and won't generally do anything outside of these predefined parameters (will not innovate tactically), except drool and stammer. Nevertheless he is surprisingly stringy and tough for such a frail-looking old man, and fate has so far smiled on him enough to keep him alive.
Possibly because in each case the default gives on average a slightly higher result?