He just wants lumberjacks who have tried to cut down trees with the herring.
And most sensible people with experience of multiple systems wouldn't even try. As I said, I don't need to mix milk and lemon juice to know it's a disgusting drink.
In theory, the players of this game won't care about the mechanical effects.
The trouble is that the characters
must. Mechanical effects are what stands between them (in character) and death or even accidental suicide. If the wizard doesn't know he can cast fireball, he's dangerous. And he damn well needs to know whether fireball is a 20' radius explosion or whether it fills a set volume and casting it in kobold tunnels or castle corridors is suicidal.
At that point even in theory the players need to blind themselves to things their characters would care about. And that's
really going to help them roleplay. Now if you want to instead go for an effects-based spontaneous magic system rather than one with predetermined hard-coded spells, a lot of the objections weaken or even evaporate. But D&D is not such a system. Which is why a lot of us have been suggesting that other systems that would suit the idea better.
I have no idea how to pitch this idea; just describe it and they either like it or don't, just like any game or pitch. I'm probably not really answering you, but I'm not at 100% understanding. You roleplay any of those things by describing it. Roleplay isn't limited to what your character says, you say what he does too. Just say "My character _________" where you replace the blank with the things you mentioned. If you meant, how do you roleplay a character who wants to, in the future, be able to manifest auras or what have you? I don't know, roleplay as best you can your character's interest then speak with the DM before or after the game your intentions.
Of course. And this is where the idea is revealed to be an absolutely stupid one. The characters should know what they are able to do and
roughly how effective it is. The devil, as always, is in the details. By stripping the character sheet from the character, you have ensured that they do not know what they can do or what powers they have. The only way to explain this in such a detailed system is giving the PCs amnesia. Which means that the DM is pitching a game in which all the players are playing characters with brain damage. (If I had to play in such a game I'd either submit a punch drunk fighter, a wizard who'd done too much Vancian casting, or a Cleric who'd had his mind blown through a Commune spell.)
If the system is relatively light with effects based magic, the brain damage issue goes away - the very specific nature of the D&D rules is the problem here. But at that point you have all the advantages of the DM being the one keeping the character sheet without the DM needing to put the extra work in.
If it matters, then the player will say it matters, and will be more specific with his in-game goals. In other words, if it matters, it will matter.
But knowing whether you heal through spellcasting or Lay On Hands or even through music should be screamingly obvious. Armour, weapons, feats, spells, class features. All obvious with a very few exceptions (Toughness being the obvious one). The only thing that is defensible unless the party is a theme party with amnesia is for the DM to keep the exact numbers secret. At which point, why bother?
The player either roleplayed a desire for turning or he didn't. He told the DM that's what he wanted or he didn't. Much like choosing to play a cleric or not choosing to play a cleric. Details do, indeed, matter.
And if the DM accidently wrote "Wizard" on the character sheet when the character concept was cloistered cleric of Bocobob or Ioun? The player can roleplay a desire for turning - but can go whistle.
Again, so long as the DM fulfills the stated thematic criteria, the player should not and would not care what exactly the end result is. A player who cares that the DM made him a paladin instead of a Fighter/Cleric multi-class is not the type of player who would enjoy this game, I imagine. Especially if he was not specific about wanting to lay on hands and all that junk.
This is why D&D is the wrong game to try this sort of nonsense in. There is a
significant difference between a Paladin, a Fighter, and a Fighter/Cleric. And IC the character ought to know his magical capabilities (unless he's taken too many knocks to the head). Remember Clerics in D&D (pre-4e) wear heavy armour and fight in the front lines.
An honest pitch for this game would seem to be "I don't like the way you focus on your character sheets. Therefore want to give all your characters brain damage so they stop remembering what they are good at." A better approach would be a different game with shorter character sheets, of which many have been named.