Yes. Max them all out.
The original design of the iteration of D&D it's based on was every player rolls stats, then sees what class they qualify for. On average, it was supposed to produce a kinda playable party. The harder it was to qualify for the class, the better the class was, thus compounding the problem of unbalanced characters.
The CRPG design is you pick a class for each character, and the game rolls stats for you, raising lacking stats for your chosen class to the mandatory minimum of said class; so you get a powerful class AND powerful stats to match or a less powerful class and experience significantly more variance. At least you get to play the whole party.
Now the thing is, the game isn't built to allow for a lot of variance. It's supposed to present a fair challenge, and that's just not possible if your fighters have smallpox and your wizards have alzheimers. And the game isn't flexible to allow you to make up for failing with clever tactics or whatever (unless blobber dancing qualifies as tactics); if advancement hits a wall because your stats are too low, then that's it.
Additionally, some stats just don't matter for a class. Wizards (starts weak, gets stronger, high variance) cast from INT; if you're playing "fair", rolling and rerolling, you just wait until you get INT 18. Fighters (weak, also high variance) on the other hand want percentile STR for attack, CON for health and DEX for defense, and it isn't bloody likely you'll roll all three until the heat death of the universe, all to play a shitty generic class without special abilities. But you roll a Paladin, those guys are already pretty good out of the box, having their important stats topped up.
So, max out your stats. There's no meaningful gameplay to be found at the lower end of the scale, it'd just mean you'll be dancing, quicktime-camping and reloading from permadeath spells a lot more, and that actually cheapens the experience.
Post edited February 04, 2018 by Starmaker