iserith
Magic Wordsmith
Sure. But you're not going to avoid all of them. (Or, if you are, then why did you spend US$50 on a D&D book when you could be freeform roleplaying with your friends for not a cent?) And when an ability check does come up, at least your high-Int character will actually be likely to succeed at the tasks that your concept says he's supposed to be good at.
The higher the player skill, the less ability checks one can expect in my experience. It's true when an ability check does come up, you'll be 15% less successful on average than a 10 or 11 Intelligence character. Player skill through application of resources like Inspiration can mitigate that as well.
What's wrong with advising the player to pick ability scores that fit his or her concept? The simplest and most reliable way to have a bonus on an Intelligence check is to have a high Intelligence score.
Because the players rolled their scores. That was the original situation proposed in the OP, right?
It's not just how I choose to perceive it. If Watson for whatever reason isn't in the room, then dumb-Sherlock is useless.
Far from useless. Player skill matters and can make a difference. How many times do you expect to be rolling Intelligence checks anyway?