
Where's the Weed? |

Do any of you guys offer your players stat array's?
If so, what are they?
I was considering using them with a built in 'reward' for choosing a more balanced ones, to discourage min/max-ing. Maybe the more balanced ones being of a higher point value. Is that a bad idea?
I want to ensure that players are not put off mad classes.
Thoughts?

Herbatnik |

I like PB 20, array 15, 14, 12, 12, 12, 12 . It ensures that players will have a flexible characters, especially when comes to use non-hack&slash method of solving problems. Some players have a grudge against preventing min-maxing, but it's for their sake ( "it's cheating! Why you used succubus knowing that we have dumped wisdom! It's metagaming!;P"

Aranna |

The last setup I used was one of a few options:
1- Elite Array
2- 15 point buy +no points earned for buying a stat down.
3- 4d6 drop low, rolled in order.
Oddly all my power gamers selected option one... and nobody picked option two. Perhaps I need to rethink options one and two. A few went with option three, so that seems fairly balanced.

7heprofessor |
Stats are completely irrelevant in my games. I let my players choose whatever stats they want. I have tracked this data for 3 years with right around ten groups and the data dictates that the average player chooses stats right around the 24 point-buy mark.
I have had the extreme case where one player chose three 18s. He was poked fun at so much during the campaign that he asked me to have a creature attack the group that would lower his stats! I'm not condoning making fun of people, but I think it's crazy that it worked out like that.
Seriously, let people play the character they want. If they're all about having uber stats, let 'em. Just adjust the monsters accordingly.
I don't know if a new DM would be able to do that effectively, but after you play a few times it becomes pretty obvious that certain characters are more susceptible to certain attacks. I also roll behind a DM screen so I can make the monsters do exactly what I want them to do when I want them to do it. In an average adventure, I probably fudge two or three dice rolls just to make everyone have their time in the limelight.
That isn't to say fudging is necessary. I can build monsters and NPCs to challenge any build. Fudging is just way less time consuming!
Just forget the stats and focus on the story!

GrandReaper |
We tend to play pretty powerful characters here (sometimes too powerful). I allowed my characters to select either of the following arrays:
Set 1: 17 16 15 13 10 9
Set 2: 18 16 13 13 11 8
I've found that the characters work very well. They're all versatile, the stat-ups are often meaningful yet characters aren't so versatile that they step on each others toes.
I also decided that players often lacked enough skill points to go "off book" so to speak, so at every level they received a skill point that had to go into a craft, perform (Bard excluded) or profession. They also selected a knowledge skill that there character automatically got a skill point in every level.