By the way, I'm also a stat roller, so it's not true that every point spent on a fighter's intelligence is a point taken away from his strength/dex/con.
Aren't the characters stats part of the character?
The thing is, in all of the default character creation methods in 3e, 4e and Pathfinder, the player gets to choose where to assign his character's stats. So, if the character has a low Int, it is because the player wants the character to have a low Int. That being the case, shouldn't they be playing the character accordingly?
Who gets to decide what 'accordingly' is?
I don't want to be put in the position of judging whether Grod the Unthinking is really smart enough to solve that chess board puzzle.
I'm happy just to have players participating, contributing and (hopefully) enjoying themselves.
Honestly, how is the game made more enjyable by trying to limit player contributions --in terms of ideas, speech, general role-playing-- to match the poorly-defined --if at all-- limitations of their characters?
Why do people care about 'dump stats'? I mean, at all.
The stats, as currently presented, are an artificial representation of one aspect of the character - much like alignment. My experience is that they end up hindering the player's ability to really develop a character's personality. The more time you spend thinking, "My Intelligence is too low for me to do this, my alignment is too Lawful for me to do that," the more your character comes to be defined by those stats, at the cost of more interesting traits and quirks.
And here I'm simply confused by "what does it add to the game?"Accordingly with what? As I said above, I think the most sensible approach is to restrict the impact of stats to the mechanical. A low Int score means you're going to fail a lot of knowledge checks. Maybe you're dumb, maybe you're smart but uneducated, maybe you're drunk all the time, that part is up to you.
What's the benefit of requiring players to "play their stats?" What does it add to the game?
Why do people care about 'dump stats'? I mean, at all.
Isn't a player actively participating in the game, contributing ideas, puzzle-solving, trying to influence NPC's through in-character speech, etc. more desirable than trying to nail that 8 INT or 10 CHR?
Sure they do.
Characters with low strength aren't allowed to win at arm wrestling or kick down doors. Characters with low Con are going to be especially weak and susceptible to poisons.
I expect players to play their stats - they gave themselves those stats, after all. If you just shrug and go "Man whatever" then you're essentially telling the player "No, it's cool, just use those as dump stats - they don't matter at all to you."
In my opinion, the more you divide roleplaying away from stats, the closer you get to the point where you might as well just ditch the dice and freeform until the Final Fantasy-esque combat mode begins.
This is a good question
What are the practical implications of including the "mental abilities" of a character during play?
Is it preferable aesthetically for a player to "play the stats" of the character?
Or should the player's choices be driven by the practical circumstances of the game and the guided by the player's ability as much as, or more than, what's written on the character sheet?
For example, should a fighter with INT 5 be played as "dumb?"
But they can try if they want to, and it's the mechanical results that determine in they're effective or not. They might even get lucky and succeed, though the odds are certainly against them.Characters with low strength aren't allowed to win at arm wrestling or kick down doors.
Again, thatis a mechanical effect.ProfessorCirno said:Characters with low Con are going to be especially weak and susceptible to poisons.
If you don't control how high or low your mental stats are then you don't get to choose how you play your character if your roleplay is tied to your mental stats.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.