Nope. It really is just your opinion. [edit] To be more clear - objectively there are certain differences between rolling and point buy. Whether or not a particular difference is considered an "advantage" or "disadvantage" is an opinion.
Meh. You can not care that random generation might spark an idea when you're stumped if you're never blocked at chargen. That doesn't mean it's not an advantage of the method. Conversely, you may never approach chargen with a definite concept in mind, and thus not care that point-buy lets you build-to-concept, every time. But, it's still an advantage of the method.
Balance is similar. Some systems are better balanced than others. Some people value balance, some don't, some of them just don't realize how much they actually do value it - and more than you might think actively hate balance.
Doesn't mean we can't judge relative balance, just that there will be a lot of cross-talk.
The only disadvantage to point-buy that I see is that your character is not based off of a random array of numbers between 3 and 18. I see that as a feature, not a bug.
That's neither, it's just a contrast with random. Making Caliban's point, a bit, there. ;(
The standard point buy(27pt) is good for SAD classes but poor for MAD classes, my opinion.
D&D is good for SAD classes but poor for MAD classes. ;P
Seriously, though, point-buy's methodology makes putting lots of points in one stat less efficient than spreading them out a bit.
If your allowing a higher point buy why not allow a higher roll potential? ...It really all depends and what you consider good enough. I don't think one 16 and a couple 14s is good enough.
Wanting overall higher or lower stats to fit the campaign tone should be method-neutral. You can roll more dice, use an array with bigger numbers, or assign more points. :shrug:
There are random stat generation methods which are guaranteed to be 'fair', not only in terms of equal starting chances (roulette, etc.) but also in terms of results.
I posted one such method earlier in this thread: the one where you deal cards to each stat. Random, but since everyone has the same cards and uses them all, every PC ends up with the same stat total.
Nod. That's pretty far afield, though. Random-and-arrange also gives the same degree of freedom as array, but it gives up some of the advantages, too.
They're prettymuch trade-offs. Indeed, some of the perceived disadvantages are just advantages looked at from a different angle, and vice-versa.
Point-buy has advantages/disadvantages too (although not every claimed advantage is actually true)
"Play the character you want" is truer of point-buy than of random or array, it's a legitimate advantage of the method, however reluctant you may be to acknowledge it and determined you may be to quibble over Oofta's wording of it.
but I haven't come across any point-buy variations that mitigate the disadvantages of point-buy.
The main disadvantage is it's vulnerability to optimization (which, like random delivering superior characters if you get lucky, is a 'disadvantage' beloved by some). It's mitigated with upper and lower limits on stats. It could be de-mitigated by removing those limits, making it that much more 'abuseable.'
For instance, if you wanted the inspiration potential of random, but the comparative balance of point-buy, you could generate a 3d6 (or whatever) in order character to see if it sparked an idea, then actually build to the concept using point-buy. I'm not sure if that's a variation of random or of point-buy, but nothing'd stops you from doing it if point-buy were the campaign standard.