This depends on the table. Plenty of GMs will tell you if you have a penalty to the roll. Plus, well, in a roll-under game, if you know you have to roll under a 15, and you roll a 13 and that's a fail, then you also know you had at least a -2 penalty. If that happens enough times, you learn "rain-slick" equals -2. Or -10%; either way.
First off, while plenty of GMs will tell you if you have a penalty to a roll by no means will all those GMs tell you that penalty's specific numbers. "That wall looks slick, climbing it's going to be tougher than usual" is all they'll get, and not just from me.
And, the wall being wet and slick might not necessarily give the same penalty every time, depending on other conditions e.g. a smooth rain-slick wall may well have a bigger penalty than a rough rain-slick wall.
Meh, this is a "your mileage may vary" kind of thing. One could easily say that adventurers become more aware of what to look out for--what that faint rustle in the trees or slight movement of shadow or that look between those people mean--as they level up, so it makes total sense for a perception score to increase
Perhaps. There's arguments either way, for sure. It's easier to see with physical stats - your level doesn't (and shouldn't, really) make a difference to how much you can carry, that's entirely dependent on your Str score. That said, I'm not averse to the idea of some stats slowly increasing with level (in the fiction, that means you've been practising or training in those areas) though I don't like the locked-in "at level x you can increase one stat by one point" and prefer it be much more fluid and-or somewhat randomized.
An expansion of the 1e "percentile increment" system brought in for Cavaliers (in Unearthed Arcana) gets very close to what I want, and the overall rate/frequency of increase is trivially easy to tweak just by changing the increment dice rolled at each level.
Right, but that's your table. You have to realize that your games are apparently quite different than others. I've looked at plenty of OSR games that not only demand 3d6 in order, but if you rolled a sufficiently high number, like a 15 or higher, then your next stat must be rolled on 2d6. So if that's your exposure to roll-under systems, and your character's stats are designed to be very low, then it becomes unfun to fail all the time.
Fair enough. Not to my taste, which is why I've ignored those bits if-when I've seen them.
I personally think that's a dumb way to design the game, because you can very easily just give penalties to certain tasks which do the same thing, while at the same time allowing characters to succeed at less-difficult tasks and therefore feel like they are actually accomplishing something.
Well, yes and no. Giving a flat penalty hurts everyone equally, rather than differentiating between those who have a big number in the relevant stat and those who do not. Yes the 5e stat bonus (-4 to +4) covers some of this, but using the stat itself is more granular and also makes odd-numbered stats much more relevant.
But even if that's an accident of bad luck--like you have a 4d6-drop-lowest-and-assign-as-desired and managed to roll terribly--then for many people it becomes unfun. You may find it great. I may find it great, depending on circumstances. But if you want to know why others don't find it great, well, that's a reason why. I have a player who consistently rolls terribly for damage, and it causes her to check out after a while. She doesn't find it fun to nickle-and-dime her opponents to death.
Sometimes characters just don't work out like you want them to. One of my main ones has the same problem - he can tank it up all day but his damage output is (by the party's standards) pathetic. He's a Cleric, which means his odds to hit aren't great, and his strength is a mighty 9. However, his AC is among the best in the party. So, when in melee he just sees it as his job to glue one or two opponents up by letting them try to beat him up until someone can come and bail him out.
This is especially true if it prevents the player from running their PC the way they want to. Like, in the 5e game I'm in, Int is my rogue's dump stat (it's a 10, which actually isn't bad, but it means no stat bonus). I didn't put my Expertise in any Int-based skills--such as Investigation, which is needed to find traps and thus is important for a typical thief. But I'm using the swashbuckler archetype, so it doesn't upset me if I fail a roll to find traps (or to know something about history or arcana or religion or nature); I'm only a rogue because swashbuckler is a rogue archetype (and for that sweet, sweet sneak attack damage). Actually, one of the most fun moments in the game was due to a failed roll to find traps.
But for someone who wanted to play more traditional thief-type rogue who was good at finding traps, then in a roll-under game where finding traps was based on Int, and the rules made them put a bad roll in Int, it wouldn't be fun.
I'm used to games where finding traps is a skill mostly independent of stats. That said, for any Thief or Rugoe I play it's dump stat would always be Wisdom if only because a wise character probably wouldn't take up that profession in the first place.
