Plus, lets get real. Its more about others rolling Barney Fife. I suspect those that made it through the player funnel of AD&D have fond memories of rolling well and another player being saddled with a chump.
I have terrible dice luck. I've learned to roll with it and enjoy the ride. It is a game after all.
It likely accounts for the weird machismo that runs rampant through the OSR.
Some people like a challenge, others don't. There's a real sense of accomplishment from overcoming adversity, rather than hiding from it.
Again, to quote Worlds Without Number:
"While this kind of character fragility can be dismaying to players of many modern games, there's a point to it beyond mere bravado. A character who accomplishes grand adventures and survives horrible perils this way has actually accomplished something difficult. There were no plot points in his favor, no narrative tweaks to ensure his survival, and no cushion of fate to keep him from being pulped by a bad choice.
The player made a lot of very good choices, picked the right battles to fight, and made decisions that were objectively wise if they've managed to get this far, and they've done it while absorbing the inevitable amount of bad luck that honest dice would have thrown at them. There's a genuine feeling of pride and accomplishment that comes from bringing a hero that far. The PCs that didn't make it are just proof that the game wasn't rigged in their favor."
Winning, getting far, or beating a game rigged in your favor isn't something you did because of skill or even persistence or luck. It's something the game handed you. Saying you had a character start at 1st-level (or 0-level) and get to 13th level in an old-school game actually means something. Some people enjoy playing Dark Souls or Darkest Dungeon, others don't. Some think Sims is too hard or Civilization on settler is just too much. It takes all kinds. Everyone has their preferences.
I want my randomness and chance to begin when my character steps into the world. I want him to to have a fighting chance against the foes he faces. The dice gods might be fickle and he still might die, but I brought a fully capable character to the fight.
The first opponent in an RPG shouldn't be chargen. I shouldn't have to be lucky or dishonest to play the character I want. Random rolls during chargen should be for inspiration or indecision, not to tell you what to play.
We'll agree to disagree, but I see no inherent value in random chargen except to laugh at the toon that is soon going to meet his end in some hilarious fashion.
You step into the game world at character creation, not after it. Character creation is literally
how you step into the game world.
You don't see the point
unless it's mapped out beforehand, I don't see the point
if it's mapped out beforehand. Shrug.