The Character Creation Spectrum
(or, the Middle is Worse than Either Side)
Earlier, we talked about how there are two broad styles of character creation: Build systems, wherein the character features are chosen by the player, and Discover systems, wherein the character is generated randomly. Now let's talk about systems that fall in between those poles.
Closer to the Discovery end of the spectrum we might have a system that generates a random character then gives you a few points to spend on changes or a choice between abilities. This can allow you to mitigate some of the impact of poor rolls or twist an random pile of stats into a direction easier to play.
Near the other end a system might allow you to make every mechanical but roll on a table for a roleplay prompt element (trinkets in 5e for example).
As we get closer to the middle things get messy. Some important decisions are in your hands and others are not. Think of early editions of D&D where you would roll for ability scores then choose a character class. But crucially, character classes were restricted by your ability scores. The slow shift of D&D towards a Built system is an oft overlooked element of the game's development.
This brings me to the thesis of this little essay or whatever. Each end of the spectrum has its own joys. For Build systems it's the craft and ownership of putting together a character that does what you want. For Discover systems it's the thrill and wonder of spinning the wheel and getting a unique thing. Both can be a lot of fun. But at the middle of the spectrum, the joys cancel each other out and instead you get an unsatisfying mess.
A system that puts choices on top of randomness doesn't trust is own engine to produce workable characters.
A system that puts randomness on top of choices doesn't trust its players to be creative.
Why is this choice in the player's hands but not that one? Is there a "best option" to choose and maybe then that doesn't need to choice? Do random elements preclude choices? Do choices cancel out random elements?
A small step towards the middle will usually be fine. A little salt for your caramel, a little honey glaze for your ham. But in the dead center it's this gross blend that can't decide if it's salty or sweet.