Nothing has been added here for a while.
Point buy (my preference):
- I come up with characters when we start talking about the campaign.
- I don't want to rely on random luck to see if I can play the character I want to play.
- I don't really care what my stats are as long as they are reasonable and on an even footing with other characters in the group. Not because it's a competition, but because I want a chance to contribute to the team at the same level as the rest of the group.
- I don't see the point to randomizing stats for a character I'm going to play for hundreds of hours
Random Rollers:
- Like to let the dice determine the character
- If the dice give a character you don't like (or don't grow attached to) find a way to die.
- If you don't like random characters it's because you aren't
good enoughskillful enough player to come up with an awesome character if you have below average stats.
Here is the deal. If you begin your planning on a specific character as soon as you start talking about a campaign, then probably you want a stable starting point for your planning, you will build your concept taking into account the resources you know already are available, and point buy is definitely the way to go.
But some people have different ways of building their PCs. Some people already have dozens of concepts they would like to try on any campaign, that the could choose from depending on the stats rolled, or start thinking about a concept only after stats are rolled. For the second group, rolling stats might be perceived as a superior option to point buy (but not to free allocating stats) just because the variety of stats, and consequently of PCs concepts that can be accommodated, is bigger, and the standard array, or even point buy, are too limiting.
Free allocating could be somewhat difficult to implement, as everybody involved should really be on the same boat. For me, the better way is to allow players to choose between rolling or point buy, to cater for different character building processes. As I am one of those who follow the second building process. On the rare events I have a chance to play, I am very glad if I am allowed to roll, although I can tolerate to use point buy. In my table, the players like the thrill of the "stat lottery", so generally everybody just rolls. We don't usually face cheating problems, as everybody meets to start a campaign and rolls together.
Why is it so horrible to want to play a hero? Or to have options on what class to play while still feeling like you are contributing to the team? Especially in a game that will last a year or more? Because the issue is not "competition" it's being overshadowed by other characters 99% of the time and never feeling like you're pulling your own weight.
I could have fun playing a campaign as the second string washouts - if the other players are in the same boat. D&D is a collaborative team game. So much like how I wouldn't feel very useful if I were on the same basketball team as LeBron James, I don't want to play "Pudgy the Wimp" on the same team as "Super Dave".
...and this...
I'm just using stats from the last game I played where we rolled for stats. I don't remember exact numbers - I think my wife's low number was a 6 but not sure that really matters all that much.
From a metagame standpoint Tok is numerically superior to Tik in every way. No one has explained why that is a good thing other than that it's what they prefer. I prefer more even footing.
We like to come up with characters and detailed backgrounds (often with "prequel" stories) to introduce characters long before the campaign starts. Random results are not only inherently unfair, they also make the preplanning and detailed back stories more difficult.
Now, this seems to me to be what is been prolonging the thread so far. If you want to have your original concept, built on the assumptions of a stable baseline, I completely agree with you that it might (or better still, probably will) lead to overshadowed characters when you try rolling stats and they do not fulfill your expectations. It may even be true that the PC is not exactly overshadowed by other player's PC, as they could end up on a group where nobody else competes for that specific function, but still be unpleasant to play as they not fulfill your own basic expectations.
But to claim that low rolled stats will irremediably result in a player being overshadowed, period, this is wrong. And is wrong because there are people around the gaming community that are ok with/prefer to build their concept for a PC based on available stats, and for those people there are plenty of ways to workaround bad stats in 5e.