Kestrel said:The main issue we had with rolling stats is the imbalance among players, if one rolled well and others rolled crappy. Nobody likes to be the kid getting sand kicked in his face.
Old-school style, the players functioned as units in a team and not as competitors. (i.e., no PC was kicking sand in any other PC's face.) Personally, I really like a variation in abilities and seeing how the player party supports itself and fills in its weakness (its "bench strength", as it were).
For example: A few months ago I played a short Star Frontiers game. One player rolled up an extremely weak and slow healer and diplomat-type. A second had a tough warrior. The second offered to carry all the gear for the first, including the medical kit, and they wound up attached at the hip, healing and helping and defending for each other more than normal. To me that was fresh and wouldn't have happened if everyone could point-buy stats to taste and avoid all penalties.