S
Sunseeker
Guest
Insomuch as those are the only mechanical aspects of the game that respond to your stats, yes, but it's facetious to say there's not more to the game than that, unless you are ignoring the "RP" in "RPG".The three main rolls of the game — the ability check, the saving throw, the attack roll — rely upon Intelligence (among other ability scores).
The former. His 6 Intelligence indicates that he should typically not be good at mental tasks, so his ability to complete a mental task, such as formulating a battle strategy or engineer a home, is in question and thus requires a check.Are you asking for the check to see if the player can even have his or her character formulate these battle plans or engineering? Or are you testing the outcome of the battle plans or engineering via an Intelligence ability check once acted upon?
The outcome of the battle is determined by other game-mechanics, namely: the battle itsself. If you rely on poor tactics, you are likely to lose. The outcome of the building is determined by your attempts to use it. Perhaps it stands...until a stiff wind comes along. Perhaps they miscalculated the maximum occupancy and its weight bearing capacity causing it to collapse and kill those inside.
What the numbers mean is not the same as the numbers having or not having meaning at all. I don't understand why you think saying an Int of 6 "isn't smart" is an arbitrary decision. I don't think I'd enjoy engaging a person with an Int of 6 in a game of Checkers, much less even ask them their opinion on tactical battle planning. There are very real measures by which you can estimate if a person is smart enough to do something, even D&D does this by saying that you have to have an Int of 3 to even be sentient. Clearly they've delineated that at some point, your Int is too low to even think. So suggesting that it would be arbitrary to say a person with an Int of only 3 points over the bare minimum to be sentient may have difficulty with certain mental tasks is just absurd.In my view, they're just numbers that modify particular die rolls and it's up to the player, not the DM, to decide what those numbers mean when the player is making decisions for the character. As a DM, all I care about is the player's stated goal and approach relative to the challenge being presented. If the character has a personality trait, ideal, bond, or flaw that amounts to "I'm as smart as a bag of hair..." and the player chooses to play to that, it might be worth Inspiration. I will thus reward playing to such established characterization, not penalize it by asking for an ability check when I arbitrarily decide that the character isn't smart enough to suggest a course of action.