payn
Glory to Marik
The random roll is easier to take when the differences between top and bottom are not so far apart. For example, in Traveller an 8 in strength is a mod of 0, and a 15+ is mod of 3. In 5E, a strength of 8 has a -1 mod, and a strength of 16 has a mod of 3. Not only is the spread larger at creation with D&D, but it can expand up to +5.So on the subject of rolling for scores as opposed to point buy (standard array), I think that one aspect of it is being missed.
Talking about the results is somewhat interesting (average of 3d6 is 10, 4d6k1 is 12.25, standard array is 12). But there is another issue inherent in the "old-timey" way of rolling for abilities that I want to address.
It is considered standard practice in 5e to design your character. In other words, you think about the type of character you want, and then build it so that it matches what you want. In order to do this, it is an absolute requirement that the player is allowed to assign their ability scores.
Back in the old days (give me a second to borrow a beard to tug on) .... that wasn't the case. In other words, it wasn't just that the abilities were determined randomly by rolling- it was the each ability was determined randomly.
In other words, 3d6 (or 4d6k1 or something similar) was rolled for each ability, in order. One major advantage of that is that it kept people from just playing a character that was already in their head- the rolls would "reveal" the character, and that would then channel your thoughts into what the character would be.
I am not asserting that this is good or bad- I love designing characters in 5e. But I also love the serendipity of sitting down and rolling abilities, and then trying to make sense of what I rolled as a character. Both methods (design and serendipity) are a lot of fun, but they are definitely different kinds of fun.
One can get by easier in the former than the latter. YMMV.