Alright, so today I spent my whole day figuring out the potential results of generating ability scores based on rolling rather than choosing the standard array (findings below).
Feel free to share the file, but I'd ask that if you do, make sure that you give credit where it's due.
I manipulated the data a bit, and it turns out that the (weighted) average ability score is 12.24; comparing this to the mean of the standard array which is 12, it means that rolled characters will on average be slightly better than characters using standard array, but not enough to utterly break the game (unless someone gets REALLY lucky and rolls everything higher than 15 or so).
However, having the data available to me made me think of a few house rules based on rolling ability scores to make it a more viable option for players who like having that extra degree of customization, without risking breaking the game too much. As I'm relatively inexperienced at both DMing and homebrewing, I'd like feedback as to what I can do to refine these rules and make it balanced.
Module The First: Freedom of Choice
After rolling a set of 6 ability scores, the player may choose between the rolled values or the standard array. If (s)he likes neither set of ability scores, (s)he may roll up to three more sets of ability scores. However, the player must then choose one of the newly rolled sets rather than the standard array or initially rolled scores.
For example, Adam decides he wants to roll for his ability scores rather than using the standard array. The six scores he receives (standard 4d6 and drop the lowest) are 16, 14, 13, 12, 10, and 10. He may start the game with those scores, or he may choose to reroll. Because there are only minor differences between those and the standard array, he chooses to take a chance and reroll. The sets of scores he rolls are 16/13/12/11/9/9, 13/13/12/12/10 and 18/17/11/10/7/4. For his character's ability scores, he may choose between either the set of 16/15/12/11/9/9, the set of 13/13/12/12/10, or the set of 18/17/11/10/7/4, even if he dislikes them all.
My reasoning behind this is that if the player gets an above-average set of scores, then (s)he can take the scores as rolled and start the game with a slight boost to ability scores. However, if (s)he thinks that the rolled scores are not better than the standard array by enough of a margin, then (s)he can take a gamble to try and improve them even more. This may or may not pay off, and by removing the option of using the standard array if all the rolled scores are worse then it should ideally make the choice to reroll scores a more difficult one to make.
Module the Second: Harnessing Chance
After rolling the four dice to determine an ability score, the player may keep the 'dropped' dice and use it as part of the next ability score's calculation.
This one is a bit vague, and is easier to understand from the example. Example: Aria is going to create a Human Wizard and base it on herself. When she rolls for her first ability score, she somehow rolls a 4 and three sixes! She may now keep the 4 and use it for her next roll. If she does, she now only rolls 3d6 to calculate her ability scores. This time, she rolls a 3, 3, and 6. Because she carried over the 4, she can drop the 1 and use the 3, 4, and 6 to give a score of 13. She decides to keep the 3, and on her next roll rolls a 4, 5 and 6. Because she carried over her 3, she uses the 3, 5, and 6 to determine that score and drops the 4, making her score 14 rather than 15.
My reasoning behind this is that if you get exceptionally lucky and roll 4 good numbers, the current rules seem like the 4th good number is, for lack of a better word, wasted. When relying on good luck to create a character with a bit more customization than one built with the standard array, I believe that strokes of good luck should be able to be used strategically to help build the character the way the player wants.
Alright, that's it from me. Feel free to ask questions and suggest modifications, these are just ideas I had and I'm certain they have room for improvement!
Feel free to share the file, but I'd ask that if you do, make sure that you give credit where it's due.

I manipulated the data a bit, and it turns out that the (weighted) average ability score is 12.24; comparing this to the mean of the standard array which is 12, it means that rolled characters will on average be slightly better than characters using standard array, but not enough to utterly break the game (unless someone gets REALLY lucky and rolls everything higher than 15 or so).
However, having the data available to me made me think of a few house rules based on rolling ability scores to make it a more viable option for players who like having that extra degree of customization, without risking breaking the game too much. As I'm relatively inexperienced at both DMing and homebrewing, I'd like feedback as to what I can do to refine these rules and make it balanced.
Module The First: Freedom of Choice
After rolling a set of 6 ability scores, the player may choose between the rolled values or the standard array. If (s)he likes neither set of ability scores, (s)he may roll up to three more sets of ability scores. However, the player must then choose one of the newly rolled sets rather than the standard array or initially rolled scores.
For example, Adam decides he wants to roll for his ability scores rather than using the standard array. The six scores he receives (standard 4d6 and drop the lowest) are 16, 14, 13, 12, 10, and 10. He may start the game with those scores, or he may choose to reroll. Because there are only minor differences between those and the standard array, he chooses to take a chance and reroll. The sets of scores he rolls are 16/13/12/11/9/9, 13/13/12/12/10 and 18/17/11/10/7/4. For his character's ability scores, he may choose between either the set of 16/15/12/11/9/9, the set of 13/13/12/12/10, or the set of 18/17/11/10/7/4, even if he dislikes them all.
My reasoning behind this is that if the player gets an above-average set of scores, then (s)he can take the scores as rolled and start the game with a slight boost to ability scores. However, if (s)he thinks that the rolled scores are not better than the standard array by enough of a margin, then (s)he can take a gamble to try and improve them even more. This may or may not pay off, and by removing the option of using the standard array if all the rolled scores are worse then it should ideally make the choice to reroll scores a more difficult one to make.
Module the Second: Harnessing Chance
After rolling the four dice to determine an ability score, the player may keep the 'dropped' dice and use it as part of the next ability score's calculation.
This one is a bit vague, and is easier to understand from the example. Example: Aria is going to create a Human Wizard and base it on herself. When she rolls for her first ability score, she somehow rolls a 4 and three sixes! She may now keep the 4 and use it for her next roll. If she does, she now only rolls 3d6 to calculate her ability scores. This time, she rolls a 3, 3, and 6. Because she carried over the 4, she can drop the 1 and use the 3, 4, and 6 to give a score of 13. She decides to keep the 3, and on her next roll rolls a 4, 5 and 6. Because she carried over her 3, she uses the 3, 5, and 6 to determine that score and drops the 4, making her score 14 rather than 15.
My reasoning behind this is that if you get exceptionally lucky and roll 4 good numbers, the current rules seem like the 4th good number is, for lack of a better word, wasted. When relying on good luck to create a character with a bit more customization than one built with the standard array, I believe that strokes of good luck should be able to be used strategically to help build the character the way the player wants.
Alright, that's it from me. Feel free to ask questions and suggest modifications, these are just ideas I had and I'm certain they have room for improvement!