I don't know if it's been said... but you can have rolled stats using point buy. Result equal footing character, randomly generated stats.
22 point buy... Roll 22d6, separate the dice by the number on the dice. Number of dice is the number of points you have towards a stat. There 6 stats with randomly allocated points. To go further old school - numbers go top to bottom, 1's are strength, 2's are con, etc...
Any points that don't distribute evenly, are either deleted (if you really wanted the chance to roll a weak character), or spent as normal to even out your character or help push it in a direction you want to go. Or for more random, roll the remaining points and distribute, continue until there are no more points.
Default = baseline.
A baseline is used for adventure/monster design.
flumphs,
curious day yesterday, watched a guys review of Advanced Players Guide on youtube and he had a good observation: point buy for abilities lead to min maxing of characters. Which in turn leads to overpowered pcs. He stressed that you do point buy so everyone is treated fairly in the character creation process. Alternatively he said that it would be better to role a 3d6 or a 4d6 to generate characters. Yes, some people would have average characters and there would be the occasional uber character generated but it solved the problem of bland and boring min maxing.
is he right?
foolish_mortals
Bah. Min-maxing pre-dates point buy, and will still be here long after we move on to something beyond point buy. The only way to completely discourage it is to either remove all measurable statistics from the game, or not play.
Yes, some people would have average characters and there would be the occasional uber character generated but it solved the problem of bland and boring min maxing.
Think about it before you ask questions like this. When I say they should be "roughly equivalent in terms of damage" that means that there may/should be circumstances where one build would outperform the other but on the balance they contribute roughly the same damage per encounter. In other words, both builds should be viable and neither one should too often outclass the other. That's not the point though. The point is attribute scores, if too tightly integrated into combat, make this kind of balance that much harder to achieve.In damage/round or damage/hit or something else? I wouldn't want these to be just aesthetic choices.
I do not think that there is one right way to generate ability scores.
In 3E the default was rolling which gives the biggest chance of a variety of stat attributes and plenty of excellent modules were able to be written.
Somethings need a default but I don't believe creating stats needs to be one.
Again I bring up why do we need a default? I really feel that defaults imply this is the best way to do something. The recommend way.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.