Yes, a very very poor design choice.
It really wasn't, and you haven't done a single thing to demonstrate anything of the kind.
Even point-buy tends to bell-curve the stats - the higher the stat, the more points it costs - which doesn't mesh with a linear bonus system.
Why not? Proof by assertion is not a valid argument.
If it's only the first or second step, who cares? You've lost a minute or two, tops.
Couldn't care less. It's wasted time that doesn't need to be wasted. Have a generation method that doesn't generate outright
officially unplayable characters.
This is where we differ greatly.
In your preferrred edition
I'm afraid I have to stop you right there.
I wasn't talking about my preferred edition. I was talking about 5e. To an extent, I was also talking about 3e, although that wasn't quite as explicit about it. 5e, in either version, makes it quite clear that a 1st level Fighter is
not some run-of-the-mill nobody.
From 2014 (just one section out of three):
"
TRAINED FOR DANGER
Not every member of the city watch, the village militia, or the queen's army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards--for few fighters in the city watch have the opportunity to discover a magic
flame tongue sword, for example."
From 2024 (this is the entirety of the lead-in fluff text):
"FIGHTERS RULE MANY BATTLEFIELDS. Questing knights, royal champions, elite soldiers, and hardened mercenaries--as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various weapon techniques, and a well-equipped Fighter always has the right too at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity, each Fighter specializes in certain styles of combat. Some concentrate on Archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior combatants."
Both of these make quite clear that the Fighter, in 5th edition, is not a clueless rube, nor a greenhorn. Fighters are
trained, and at least to some minimal degree, hardened.
This is part of why I keep telling you that there need to be
actual rules supporting the playstyle you want to play. Because right now? The "super popular" edition of D&D, the one that sold super well etc. etc. etc.? It explicitly excludes
your favorite edition's way of doing things, at least on this issue, and I know there are others too.
Because then you actually could have the gap between a random commoner and a bare-minimum 0th-level character be...genuinely nothing at all. And it would be on you to play your way through the steps of progression until you have
earned the gap between "random commoner" and "1st level character", whatever your class might be.
Agreed. Someone with Str 7 ain't cut out for strength-based challenges, but probably is suitable for other types of challenges.
Okay. I don't really understand the value of methods that are prone to generating such numbers on the regular, then. If Strength-based challenges are meant to be so important that they get coded into some of the most fundamental rules of the game--like Strength saving throws or Athletics checks--then generation systems which create characters genuinely
incapable with such challenges sounds like actively bad design. Like this isn't "not every character is perfect at everything, that's what makes teamwork important", this is "why the f#$% are you
adventuring when you literally don't have the ability to do several of the basic things adventurers are supposed to do?!"
In a linear bonus system, yes. But in a bell-curve bonus system where -1 starts at 7 and +1 starts at 14 you don't see nearly as many +/-2s and 3s.
You also don't actually have variability!
Because when all six values between 8 and 13 are identical....and those comprise a clear majority of stats rolled in your preferred style. That is, with 3d6 strict, over 57% of stats are between 8 and 13. Which means that, per the mechanics you just described, all of that rolling achieves
bupkis most of the time, because on average, half of characters
won't even be distinguishable!
What you roll is what you are. Says nothing about what you could potentially become (that's what level-based ASIs are there for).
But what you roll does not have to be only that. It could be how you grew into whatever you currently are--and then those other stat points represent where you go from there.
No person is an island. No life is devoid of context, prior growth, relevant backstory.
Again, though, this comes back to the idea that a 1st-level character is already a veteran of some adventuring or similar activity, a default which I disagree with.
Then you need a system that actually supports doing that. Because 5e doesn't--and if "it's popular so what it's doing works!!" is an argument against why
my preferences should be implemented into it, then it is just as much an argument against why
yours should be too. If it is not the latter, then it is also not the former, and now you have to actually justify why your preferences would be the better choice than mine--with more than just an appeal to tradition, or an appeal to convenience for Lanefan.
IME not many tables or groups took this approach, though a few have and to (usually) good results.
I wasn't alive yet at the time, so I literally cannot know other than what others report.
In 5e, taking Perception away from Wisdom and giving it entirely to Intelligence might sort those two stats out right there.
I don't think being intelligent should make you more perceptive though. That's kind of the problem. I have known intelligent people--I have
been an intelligent person--who frequently failed to notice things right in front of their faces. The Absent-Minded Professor is an archetype for a reason.
Maybe taking any and all melee to-hit and damage bonuses away from Dex and giving them all to Strength might be a start (yes, this very intentionally means no more 'weapon finesse', ever). Then, as you say, divorce initiative from Dex and make it an unmodified roll.
I mean, you could do that if you wanted. I don't think it would be an improvement overall. Folks like the game supporting both "I'm a fast stabby boi but not a tough stabby boi"
and "I'm a tough stabby boi but not a fast stabby boi" concepts, and those are grounded in
realism, since those genuinely are highly distinct fighting styles. Swinging a huge hulking sword and slicing and dicing with daggers are really quite different things. Same with archery or thrown weapons.
No idea what to do with Charisma, though, as 5e doesn't lean into henches and hirelings etc.
I mean I think it's actually fine the way it is. The skills themselves need a rework--the "good socialization"/"extremely bad socialization"/"lies" trifecta is
really really flawed--but Charisma itself doesn't actually seem particularly OP. Yes, it's pretty much vital for one major area of the game, but it is not so overwhelmingly important the way "have more Do Not Die Points" and "be fast enough to prevent
losing Do Not Die Points" are.