My own tastes run to letting the character surprise me. Nothing wrong with either approach.
But having said that, I quite enjoy crafting a unique superhero. Or working out a tribute one.
The more a game relies on "balance" (often a slippery beast) the more important it is to give the players design control.
As I've said above, I think with Traveller that it usually doesn't matter much from character to character as to their respective abilities, and thus random works fine. Coverage within a group can be important, so I like the MGT skill package rule.
Characters have minds of their own, for sure. Any character I have ever played over a long period of time is never anything like what I envisioned them being at that point, but they all started where I wanted them to and then grew organically from there.
One of My favorite characters that I ever player, used a weak NPC class out of the 3.5 DMG for D&D. He worked as the circus's fortuneteller (a non-magical one) and he ran one of the food booths. He was a baker and a cook with no combat ability.
I tend to look at "balance" from a different viewpoint than most people. To me, balance has nothing to do with stats. To me, balance is how well the group works together and how much fun they have. It tends to be more story than character sheet.
As I've said above, I think with Traveller that it usually doesn't matter much from character to character as to their respective abilities, and thus random works fine. Coverage within a group can be important, so I like the MGT skill package rule.
I agree that the abilities don't matter much. What kills Me is taking aware My freedom to write a backstory, then roll up a character, and still obey the rules. So, I basically house rule the hell out of character creation. Then We try and line up some die rolls to get the backstory they want to play with. As I said either earlier or in a different thread, I haven't yet had to add a term limit to character generation. No one who plays at My table wants to play old people, like Us. They all want to play young people like themselves. Maybe this is the upside for running a game for your kids.
Spin the wheel, see where the ball lands. I've seen a few real gems at festivals. Very few. Also a lot of real turds. But you gotta sit through them because they're "artistic." And because the artists might be right there in the room.
Spin the wheel, see where the ball lands. I've seen a few real gems at festivals. Very few. Also a lot of real turds. But you gotta sit through them because they're "artistic." And because the artists might be right there in the room.
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