morolf: But isn't that an issue with all role-playing games? There's an element of chance in all of them.
timppu: I have thought about that before, and I put the line in whether it has short- or long-term consequences to the game.
So: it is ok that there is an element of chance when I hit a monster and it hits me back, e.g. whether I occasionally miss the enemy (and it misses me), and whether I do 10 or 15 points of damage. It doesn't have any real long-term consequences even if I miss occasionally and sometimes do less damage. In the average I still do certain amount of damage, and if I am unlucky, it just means I have to heal up more during and after the combat. No biggie.
However, if I have to create my party members with mere rolling and e.g. be content with the fact that my fighter character got very low strength points and my wizard has a very low intelligence due to bad luck in rolling, no thanks. I prefer that I can create the characters manually, sharing the limited points how I see fit (e.g. my wizard will have pretty low strength but high intelligence, while my fighter tank will have the opposite).
The same with e.g. how much extra HP my characters get when they level up. It just doesn't feel fair that they might get very low number of extra points due to a poor roll. That also promotes saving and reloading the game just before a level up, trying to make sure my character gets near maximum points of extra HP.
Fortunately, at least in e.g. Icewind Dale 2 there is an option "maximum HP points on level up", ie. it makes sure all your characters get the maximum number of HP points that they are eligible for, during their level ups. Good, then I don't have to reload and re-level up several times just because I don't want to be a victim of sheer bad luck.
I don't mind games where the randomness at character creation doesn't matter in the long run, or is at least fixable eventually. Wizardry 1-3 and 5, Bard's Tale 1-3, Dragon Quest 3, and many of the Japanese Wizardry-likes come to mind here. In these games, you can eventually max out stats, and stat growth in some of them (particularly DQ3) will eventually dwarf the character's starting stats.
What I *do* mind, however, is when those random rolls are more or less permanent, like in D&D-based games. You roll stats, and stat increases are extremely rare or non-existent in these games.
(I have other issues with BG and IWD, but that's not the point of this reply.)
timppu: In many other RPGs the thief characters feel unnecessary. Maybe you can obtain some extra money by their thieving skills, I guess.
The problem with thieves is that, quite often, they're arbitrarily necessary, but not actually useful. Wizardry 1-3 and 5 fall into this category; you need them to deal with trapped chests, but they don't contribute to the party otherwise. Essentially, this limits party construction for no good reason.
BG and IWD also have a problem with traps, as it basically makes a thief necessary (and the shortage of thieves in BG2 doesn't help matters). I don't mind thieves being *useful*; what I mind is them being *necessary*. Also, I consider traps in these games to be bad design, particularly since you can't control your characters' movements directly (clicking and relying on pathfinding is the *only* way, which I find to be a major step down from the likes of Ultima 6); you're essentially punishing players for the bad pathfinding in many cases.
(There's also the JRPG thief, whose main function is to acquire items from enemies who wouldn't otherwise drop them. I'm not sure whether I like the mechanic (I think it's OK if there aren't unique steals from non-repeatable fights), but it's better than making them arbitrarily required, even if it doesn't make logical sense. (I can steal a potion from this goblin, but if I kill it instead (and the goblin doesn't use the potion), it doesn't drop. Does that make any sense?)