There are many joys to randomization, such as the fact that it makes character creation easier. Absolutely none of the knowledge discussed above is remotely necessary to make a character with randomized methods. Instead, you roll some dice, and as long as you understand how to roll the dice in play, *bam* you've got something you can sit down with and discover as you play.Random character generation also prevents the dreaded "system abuse" most gamers are so girlishly-squealing fearful of. There is no number or skill juggling to make that "perfect" character, mechanically, so for those looking for a leg up through superior knowledge of the rules and/or mathematical competence, they are instead forced to win with what they are given. In many ways, that can be the best sort of challenge, and the most rewarding.This also has the added benefit of making each new character a new challenge. The system might be known after the first character, and with point/choice-based character creation, you know how to work the system to produce the various effects you desire, and often to the best effect. However, when the character is a random design, working the angles with the limitations and benefits of each new character is as fresh as it was with the first one: a process of testing, exploration, and discovery lending a newness and tension to each event.For those concerned about such issues, random generation also produces more "realistic" characters if the system is set up right. There is no choosing of advantages and disadvantages that often result in the "one-armed blind albino midget genius acrobat" problem, nor other similar mechanical tricks often utilized to front-load characters once a system's loopholes are well-known.Random character generation also forces an individual to play a role, a role they didn't choose, so they have to make it work and make it their own. Or as I would put it, randomness encourages non-ego-based character creation and non-ego-fantasy play, which (tangentially) is the bane of my existance and I hate to all ends of the earth. This also puts a stop to those (honestly annoying) players who play the same, eventually tiresome character in every game, such as the guy who only plays dwarves who all act alike, or the girl who only plays the bitchy, snooty paladin.Randomness also encourages creativity. One must work out how all the disparate elements fit together for this character, how he (or she) came to be the way he is. This forces thought about the character, retro-fitting and gap-filling, which is usually an extremely awarding process when one is finished.A common problem I have run into over the years regarding character creation is that for many players, including myself, one does not truly get a handle on one's character until the character has been experienced in play, often over time. In such cases, having to design the character only adds a level of complexity and frustration to character design, since the very design, via assumptions developed during generation which inform the character's design, may lead to unplayability.In such cases, randomized generation can be quite liberating, as one is not constrained to pre-conceived notions of "what the character should be like" during the design process, one simply enters play and discovers what the character they have recieved actually is like, unbound by the preconceptions that would have been necessary in the character's original design choices.As I mention above, random character generation is good for the hobby. It allows new blood to enter into the hobby, or into new games, without necessitating a great deal of system knowledge on their part, speeding entry into new venues of play and encouraging a wide variety of experiences.