DarkLightHitomi:
Random stats isn't just about avoiding minmaxing.
I'm sorry if I implied that I thought it was. I just meant that it strikes me as generous to describe random stats as providing "interesting" weaknesses and strengths. It might, but without mechanics or with only vague descriptions of what ability scores mean, there's every chance that those weaknesses and strengths will be minor, unclear (or at least difficult to agree upon or be consistent about), and not very interesting.
DarkLightHitomi:
Truthfully, those who are minmaxing, do so because they are playing a munchkin style, or at least strongly leaning that way. In narrative style, the stats being representative of the character in more ways than simple combat stats counters minmaxing,
Which style is it when someone doesn't min-max in the sense of making one score as high as possible, but selects a set of numbers more like what might come out of a pleasant but not hugely spiked set of rolls? Which style is it when the stats are allowed to be completely decoupled from anything that doesn't depend on a roll or a number (i.e. the low Intelligence character being allowed to plan and speak complete sentences, the high Strength character being allowed to be a weakling who understand leverage and is highly motivated, etc.)?
DarkLightHitomi:
I've played games where I was several levels behind others and never felt outclassed or out of place, something most minmaxers would have trouble with.
Would you agree that just because someone would have trouble with that doesn't make them a minmaxer?
DarkLightHitomi:
In an agency game, balance falls by the wayside as it literally loses any importance to the game, precisely because the focus is not on winning rolls, but is on what choices the characters make.
For example, during my first game, dnd 3.0, the party was given enchanted clothes so we didn't look out of place wandering the city in armor. My character specifically asked for black because it would be harder to see in the shadows. As a player I didn't expect any mechanical benefit, but I asked because that is what my character would ask for. The GM thought it was great and gave a +5 to hide. No one felt jealous or thought it was unfair or called it unbalanced
I didn't understand the interlude about the cougar.
DarkLightHitomi:
And it worked out fine. It was something everyone thought was neat, it rewarded thinking in-character, and wasn't in the least bit disruptive to the game.
This may seem like an odd question why is thinking in character something to be rewarded in that way? You didn't expect a benefit from it, and I assume you could have declined it. If a character elected to choose, in character, to have bright, voluminous, spangly clothing with bells on it and subsequently try to hide (again in character), presumably they wouldn't expect a mechanical penalty but also would think it was neat, non-disruptive - and a punishment for thinking in character.
You got a bonus in that case. Someone else with the appropriate ability score might also have a natural +5 to hide. Until the rewards for in-character choices (minus the penalties for in-character choices) exceed the ability bonuses, the ability bonuses would be relevant, right?
Perhaps one would argue that a character dressed like that would not think to try to hide, and therefore hiding would actually be
out of character, but let's say the character is adequately foolish.
I don't know if "disruptive" is the right word, but I can imagine my stress level increasing in such a situation if I were a player. I would feel the need to focus on choices, even if they didn't interest me and wouldn't interest my character. If I were trying to play a character who was good at a certain skill set and another player started making choices that made their character better than mine at that thing.
I'm not sure if this is what you mean about "power" or "balance." I think of it in terms of "being able to contribute meaningfully." An uncharitable term for that is "niche protection," but I do like it when my character can reliably do something useful that other characters can't do reliably or at all. It doesn't necessarily make my character "powerful," but it makes them "relevant."
DarkLightHitomi:
Yet the point of randomness is to provide something about the character that is out of the player's hands and yet affects much of the character without having too strong an effect.
It can affect the character in a way the player may not enjoy having them be affected, to any degree, even if that player is not a minmaxer.
It is possible to have fun with and gain inspiration from randomized ability scores, but I would never assume that to be possible in any given game. I'd definitely need to know more about the game and the players. I've had too much bad experience with them.
When I require players to use the same set of numbers to make up their ability scores, it
is a thematic choice for me, just as it can be when GMs limit the number of points (or other units) players can build with. Generally, I think of the theme as "a bunch of talented but not necessarily stellar people, who each can cope with a fairly broad range of situations, allowing them to operate as a team, rather than as specialized individuals." The thief can get into a fist fight and last just long enough to buy some time. The hitter can tell just good enough a story to bluff past some distracted guards. But when everything comes together, everyone gets to shine at their thing.
Any given theme won't interest everyone, of course, and I figure that people who are worried that they will fail when it's their time to shine, and aren't worried about being asked to step outside of that, decline to join my games. I think I should be more specific about my reason for the choice, so that players can have a chance to make choices that continue to build off of it, rather than just trying to get back to being spiky and brittle through other choices.
(These days, I am trying to allow freedom of ability score choice, but set a limit on skill modifiers and attack bonuses which, since in D&D it's all tied together, can have a chance of getting a similar result. Again, I should probably be more explicit and say "Characters should be excited to shine with some of their skills, but prepared to roll any of the others. Efforts to extrapolate top skills to stand in for other skills is allowed, but the intent is that this rarely, if ever, feel necessary to enjoy the game.")