|Don't pick fights with drunk old men nor PCs with low stats.|
3d6 Straight gives no promises. 3d6 is the cool hand of the green-eyed Lady. Feel her breath on the nape of your neck as she guides your dice-hand. Was that the sound of high-impact resin clattering together, or a soft giggle at your expense? Ah, look there... three ones.Write it down. No, not there... start at the top, with Strength, and work down.
Personally, I find something a bit... thrilling... about the idea. But then, maybe I'm a little jaded. I've seen enough characters with 10 or higher in most stats, and it's been so long since I've been a player instead of a DM that, you know what, let Luck tell me what class I'm going to be. If my stats are low across the board, I'll have to be all the more clever for it.
And there is a part of me that sometimes... just sometimes... wants to inflict 3d6 on my players as well. I see it as the best cure for a poison MMORPGs have unleashed on gaming. "Oh, we already have a damage-dealer and a healer, Clarice. We don't have a heavy spell-caster, though. Why don't you be a wizard?" Ick. I'm certain there's a lot of entertainment to be had from a party of nothing BUT barbarians against an evil sorcerer, or mostly clerics thinking up a smart way to defeat a dragon. Situations that make one think about "defeat" and whether it can only be defined as "slay."
But in DnD, I will never do this, because I can understand why players - especially new ones - want a promise of non-miserable stats and a bit of choice in who they'll be. But musing on this made me think of something that could be incorporated into a new system: What if there was a score that was higher the lower one's stats were?
This score would have to be carefully weighted in usefulness - the setting I have in mind has a spirit world, so my version is mainly useful there. I wouldn't want to make it pointless to have high stats, just... let's say that if you role high on your main stats, great, you are good at those things and bad at this other thing. If you role low, too bad but at least you're good at this other thing.
I'm thinking it's a set number that you subtract each stat from. It's probably a body of spendable points. A lot of people will no doubt find this laughable and player-coddling - and I don't care. After all, part of the intention is to make players more comfortable with rolling their stats straight with no do-overs - nothing coddling there. I'm not removing negative consequences of bad rolls; a low strength means you are not strong. I'm just adding a new variable to ensure the character is useful and enjoyable to play no matter how Luck shapes them.