I understand where you're coming from, Tobi, but it makes no logical sense from any standpoint in terms of the characters. And in terms of the game, if you leave so much to chance, then it can lead to an unfair experience. You can either have one player who's too OP or a character that's so underpowered they're barely alive at any battle. Let the dice speak for themselves when they matter: During battle or during RP. But when you're creating your character, I really think you should have a more solid foundation with no randomization involved. [quote=tobiax]Odds are, it should even out by the time there's any decent fighting.[/quote] In my tabletop experience, "odds are" is a bad thing to be saying when it comes to the player characters. When it comes to NPC's, that's a different story. But there should be certainty when it comes to how the character is RP'd. For argument's sake, I'll use my Agumon character as my example. My Agumon would never be the type to rely on others to fight for him. He'd want to be up front and throwing punches. But there's always the possibility that doing that would get him killed because he rolled poorly on his HP. So then in order to keep him alive, I'd have to play him like a game piece rather than an RP character. In the end, the point of a tabletop is to blend game with roleplay. That's the key. So imo, you should be guaranteeing the characters involved some kind of solid ground or certainty. After all, in an RP, a character is not created with any kind of uncertainty involved. The creator of the character has everything planned out the way (s)he wants it. Plus, in the context of a game, you should never discredit any stat in a game where you upgrade stats over time. If it's possible to get less benefit from a certain stat (as is the case when anything random is ever done), then the logical thing to do would be to put stat points into a stat that's guaranteed to give you the benefit you want.