I have recently discovered the game Knave, by Ben Milton from the Questing Beast YouTube channel, and I find the stat generation procedure pretty interesting. I'm thinking of implementing it in some of my 5e games. I'm curious on the effect this can have on the game balance and the feel from the player's point of view. Especially since my players are not used to old-school habits like rolling for stats.

The system from Knave.

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> When creating a PC, roll 3d6 for each of their abilities, in order. The lowest of the three dice on each roll is that ability’s bonus. Add 10 to find its defense. After you’ve finished rolling, you may optionally swap the scores of two abilities.
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> Example: You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your PC’s Strength has a bonus of +2 and a defense of 12. Repeat this process for the rest of the abilities.
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For the 5e implementation, the same example would yield a bonus of +2 and a score of 14 to match.

The defense mentioned in the quote is used as both a save DC when rolling as defenders and AC when rolling to hit as the attacker. The math is meant to be equivalent whether an attack is rolled on the attacker or defender side. I would not port this concept to 5e.

I'm especially looking for experience on a similar system for a D&D-like game, especially 5e itself, or from playing Knave itself. Or a more system-focused analysis for 5e. When comparing, you can assume that no character will live to level 8 and I would only allow standard-human or variant-human (unsure which, probably the same for everyone). And if a player is lucky enough to get triple-6, I am willing to let him bypass the maximum of 20. But ASIs or race could not go above 20.