“I’m gonna revise what I said earlier. You’re not cowards if you don’t try this, you’re boring. And that’s worse. Cowards at least can be interesting. Who dares, wins.”
This, I completely agree with. Players are often terrified of 3d6 stats (or even the 1d4-1d4 I use in Stone Halls & Serpent Men), in a way that’s never made sense to me.
My first three characters in 1978, with 1-2 players and 1 DM so we each ran a few guys, were rolled 3d6 in order:
- Grecal: Dex 16, Int 15, Wis 6, rest 10 or less. Magic-User. Sneakiest bastard mage/knife-thrower ever. Later class-changed to Illusionist.
- Starkad: Str 15, Cha 13, rest 10 or less. Fighting Man. I’d been reading about the Norse sagas, because that’s the kind of weird kid I was.
- Cleric I don’t remember: No really terrible stats. Died in first adventure. I’ve played only one Cleric again (Gracke Sundowner the Half-Orc Fighter/Chaos Cleric) in the following 40 years.
I played both Grecal and Starkad actively for years, they finally got killed in an asshole DM’s deathtrap dungeon called Hexcomb Horror, so I just ignored that session and kept using them. Now they’re just background NPCs, as a Referee I don’t spotlight hog from players like Ed Greenwood, but they’re around if you need information or a patron.
There’s no significant benefit or penalty to high or low stats in Original D&D, Holmes Basic, or other white box rules (up to +10% XP gain! Maybe a +1 bonus!); but even when they were run in power-gamer AD&D, they were fine. Stat rolls against any mediocre stat, in any stat roll system (1d20-roll-under, 3d6-roll-under, 1d20+bonuses over target number, etc.) are going to give you a 25-50% chance of success, which works fine in actual play. Just don’t make stat rolls be save-or-die without some warning, way to get a higher bonus, or way to recover; failure is a complication and a few complications or stupid play should lead to death.
One point Noah doesn’t get to: In Original D&D, there’s a TON of ways to increase or decrease your stat scores. Fountains (drink everything! … after testing for acid, etc.), magic books, divine favors (sacrifice at every altar!), etc. Sometimes you get an increase, sometimes a decrease, but you need that random variation to improve. Later editions (and SH&SM because it’s balanced against 3E) gave level-up stat increases just like CRPGs had been doing since the early ’80s. You’re not stuck with crappy stats forever, there’s a chance you’ll get better.
The fear of 3d6 in order is especially galling in Tunnels & Trolls, where the entire advancement mechanic is that you start off kinda crap and get to add to your stats.