I assume so.Do you mean that you roll 3d6 and assign to attributes (Str, Dex, Con, Int, Wis, Cha) in the exact order it was rolled?
That's the real danger, in my mind. It's one thing if everybody has low ability scores, but because of the swinginess of 3d6 the range within the party will vary greatly. More power to the players if they don't mind, but it would bug a lot of people (and that doesn't make them bad people).some of the characters generated were decent or even good while others were virtually unplayable.
One way it might be presented to the players is that the dice will decide to some degree the "difficulty mode" at which they are playing this game - Easy Mode to Nightmare Mode, and whatever's in between that. Lower ability scores may further reinforce the need for increased player skill to compensate such as by coming up with plans and actions that mitigate uncertainty to the outcome and/or the meaningful consequence for failure. Provided succeeding more than failing is the goal, one doesn't want to trust an ability check when the character is rocking a 6 in the respective ability score. Not without working to get that DC as low as possible and using resources to boost the roll as much as possible, anyway.That's the real danger, in my mind. It's one thing if everybody has low ability scores, but because of the swinginess of 3d6 the range within the party will vary greatly. More power to the players if they don't mind, but it would bug a lot of people (and that doesn't make them bad people).
Yeah, it's just a different mindset really. As you say, not about designing a concept and seeing how it goes. Rather it's like being handed strengths and weaknesses by dint chance then having to work to maximize those strengths and mitigate the weaknesses while confronting things most people fear to face. Sounds like a familiar story. I find it to be rather fun, though I haven't done 3d6 in D&D 5e.I did it once. My players liked the idea of having to build their characters around the stats they rolled, instead of assigning stats to suit characters they had already decided to build. They were less keen on the possibility of a terrible set of rolls, but this was mitigated somewhat by the thought that “if I roll crappy stats, the character probably won’t live long anyway and then I’ll get to try for a better character.” Kind of like a roguelike. That campaign didn’t last terribly long, but for unrelated reasons. The players actually enjoyed it quite a bit while it lasted. I would have liked to have seen how they felt after a longer time playing that way.