Black Wyvern wrote:Maybe I just need to admit that any system using point buy and allocation is going to have essentially the same flaws, which are different from the flaws of rolling the dice.
Yup. It's all about the trade-offs, and honestly communicating the choices you've made to your players.
I'll share something with you. There's a way to split the difference between the randomness of dice and the "fairness" of point-buy systems. Use playing cards. I'll explain the exact system in the next paragraph, but the point of using playing cards I'll explain here. By generating a character with a stack of cards everyone at the table has the same "total point value" at the beginning. Two 9s, two 8s, etc. It's fair. No one ends up with four 18s while his buddy has four 5s. But the shuffling and dealing of the cards creates a randomness element too, and you have to make due with the cards you're dealt. It's a pretty nice system actually.
So here's how it works. Start with a stack of cards. The exact number of cards and the cards you choose depends on how generous a stat-rolling system you want. You then deal the cards in order to your stats, in either pairs or triplets. Sum up the numbers for your stat. If you're feeling generous, allow one "swap" of any two stats.
Example combinations of cards are-
Method I. 12 cards; two each of 9 through 3. (Deal a pair to each stat) Produces stats between 6 and 18.
Method II. 12 cards; three each of 9 through 6 (Deal a pair to each stat) Produces stats between 12 and 18.
Method III. 18 cards; three each of 6 through Ace (1). (Deal three to each stat) Produces stats between 3 and 18.
Method IV. 18 cards; four each of 6 through 3, and two deuces. (Deal three to each stat) Produces stats between 7 and 18.
So long as you don't include 10s or face cards there's no way to deal yourself a stat outside of the range generated by 3d6. I use Method I, when I use this system.