Unfortunately, Corai, it's planned.
I think considered would be more accurate...
Capntastic: What are your plans to make adventure mode more accessible?
Toady: [snip] ..... So there's the idea of how can you improve character generation, just in general, and also how than to make the game entirely take care of all of the accessibility problems that don't have anything to do with graphics and the general interface, that kind of thing, but just the game itself. So the idea is to have some additional options and the main one would be ... you've got a character who - currently you just create them and they're this outsider who doesn't really belong to the world at all, they might belong to the overall civilization that you've selected for them, but they don't meaningfully tie into that, they don't have a parent in that civilization, they don't have any friends in that civilization, they don't know anybody in that civilization - so one of the ideas for a mode of character generation would be a scenario-driven thing. There are downsides to that sort of stuff, like if you have a Q and A process like the Ultima games or even our own Liberal Crime Squad, the main downside to that I think is that it's a cumbersome way to create a character when you know the questions are just building stats and giving you items, so it just gets really annoying and you have to game the system just to get where you want to get, and it's the same every time. The key difference here is that it really can't be the same every time in Dwarf Fortress because the worlds are all different; it can picks two parent for you and say 'you were born to these two people and you're living in this kind of situation' and then it can have things arise based on just running world generation, just continue world gen from whatever point the game's at.
There's more to the discussion on the
transcript page.
On topic with the points issue...
Yeah, it's kind of silly to have any limitations in such a sandboxy game.
I think it's silly not to have points. There seems to be a general trend in mainstream western games of late to move towards "sandboxing", fewer restrictions on player-character potential and action, because apparently people want to be able to do everything. Perhaps I'm getting too old for new games now, but I like limits and getting (metaphorically) kicked in the teeth every now and then, and not being able to overcome some limits adds to the r/p experience IMO.
(Incidentally I think the same arguments apply to the tileset discussiona few pages back, there are significant merits to working within graphical limits not dissimilar to the way poets work within traditionally defined structural boundaries.)