Re-read your post, okay- I agree you're not one side of the argument or the other, sorry- probably reacting to previous posts.
Still I think I have a point- I've had Fighters that are not that great at fighting, although in-game they were legends in their own mind, the fact that the other players had to rescue them time and time again is obviously glossed over.
My brother's in a campaign at the moment (based on D&D- the DM re-wrote the 2nd Edition rules) which has been ongoing for, I think, 23 years- one year (one session/month), there was no combat, and the stories he tells- the quick-witted Rapier wielding Fighter breaking into a Nunnery (no quest- just a drunken bet that went wrong and took three months to play out- with much hilarity), the Arch Mage Wizard who counsels Demons etc.
You mentioned your Paladin having high Diplomacy- well, that'd be nice; but without the high Diplomacy would that mean you wouldn't try to talk down the angry guardsman. I mentioned the Dwarven Fighter who talked his way into the Grimmerzhul Fortress on the back of a Diplomacy check (and other skills)- his Diplomacy bonus is probably the lowest in the group. The player however is as sharp as a pin and bright with it- now the Dwarf does some very dumb things (not wise)- flinging himself off a cliff to grab hold of a Gargoyle in an attempt to wrestle the thing to the ground springs to mind. But the player is a mature adult, aware of the consequences of his action- fall to possible death; the Gargoyle had however said something about his mother...
When I said anything goes I mean that any player can try to use any skill, or at least announce- I leap from the cart, onto the roof of the house, then launch myself down into the middle of the Huge Gelatinous Cube... Which has happened, the knowledge that there exists a chance, and that the friendly DM (me) is here to make things work (where possible), makes for a game in which anyone can try anything.
The Rogue is caught in the oubliette (no way out) with a Trog who could kill him easy, he ellects to attempt a slight-of-hand impromptu Magic show in order to distract the Trog until his friends figure out how to get him out.
Our Eladrin Wizard is carrying his dead mothers severed head (inside a water filled crystal ball naturally) at the moment- mid combat he's often to be found blasting away with his spells and locked in "please mother not now" argument about the 'nice Mr Lucan (our bastard Thief) always makes an effort to look smart, and why doesn't he get a proper job."
I didn't start with this style of play, one of my previous story hours, The Lost Boys in the Sunless Citadel,
http://www.enworld.org/forum/story-hour/161872-story-hours-index-authors-add-your-own-5.html involved 4 players aged 9-12. Believe me that was enlightening, they'd never played D&D or any RPG game before. Their were no rules, or at least limitations for them, and until the players fell out (over something other than D&D) they tried everything.
The Paladin went scouting, or tried checking for traps. The Cleric picking locks- and failing, and never tiring of trying. The Wizard wanting more than anything to own a Skeleton and make it his friend, and on... Read the story hour if you like- they were great roleplayers.
The liberating thing is if you think of it, and it's not impossible, merely improbable, then why not try. If my players just did what they're good at every week then I'd have two Fighters, a Cleric, a Wizard etc. Instead I am blessed with an angry Dwarf cursed by Moradin (he never turns undead, or succeeds at a Religion check- and of course they're his prime stats with bonuses) so instead curses his God back and does it the hard, or sometimes (although not often), the clever way.
Another Dwarf that may of may not be a Dwarforged (a type of Dwarf-Robot cyborg- think of the Cylons) that is constantly talking himself into nasty situations that either work out wonderfully or else result in mayhem (volume 11)- who wants, get this- more than anything, to open a pub and a Post Office- he's already converted several Bloodreaver Hobgoblins to being Post Men (they held out for caps with badges on them- some tough negotiating), has employed a Shadar-kai Witch to make cookies and is most proud of his Ever-Full Boot of Stout. I could go on...
So sorry again, but my point was this, the Int 14 Sword-Mage may decide that he wants to change, and maybe have a chat with his friendly DM, that's his play. And the OP can say something if he wants to, once again, his play. But nothing 'sucks' here, nothing is broken- the other players, unless they're really not happy, should do their best to get on board with the Int 14 guy- his way of playing the game may be at least as much fun. If the game is all fighting then maybe in the long run he'll suffer, but that's the learning curve, and for many people failing only ensures that the next time they do it right. Otherwise he could have other strengths that are just as valuable to the party.
In the examples above I talked about our Dwarven Priest of Moradin- Farkill, in one and a half years of gaming I have to say he is perhaps the most unlucky die-roller I have ever seen. Worse still he often starts each Religion check, Holy/Undead style attack with "I call upon Moradin to...", and when he does he misses, and fails, and fumbles, and misses, and misses, and misses some more- some sessions it's embarrassing. Four hours and still counting since Farkill hit something, or indeed succeeded at an important check... He's not optimised- none of the characters are.
What would you do?
The PCs were on a fortress situated in the underdark on a plateau, actually the sheered off stump of a stalagmite, straight down a thousand feet from the fortress- one bridge in, one bridge out.
Being chased by 30 (yep) Gnolls, a Large Shadow Dragon and later a bunch of Demons- effectively five or so encounters in a row with no (or perhaps one) short rest allowed in the series of encounters.
Farkill smashes his hammer into the floor of the fortress, screams and curses at Moradin (blue air) in an attempt to start a crack that will prevent the multitude of bad guys getting at them; and because for all the killing the PCs are not getting away and even more Gnolls are turning up.
Then the natural 20.
BOOM
Moradin speaks, just short of one-half of the fortress slowly unpeels, the stalagmite is split cleanly in two, millions of tons of rock just slips down into the inky blackness, along with 50 or so Gnolls still aboard.
It took a good five minutes for the players to stop screaming and hollering on Skype, 'yeah baby' in a Serbian accent at volume 11 is something I'm going to remember for the rest of my days.
Impossible is not trying.
When you're sick of failing your religion check instead announce you are going to attempt to open up a twenty foot crevasse with your hammer- that'll make Moradin sit up and take notice, a little ambition.
Perhaps I'm just playing an out there version of the game that's less reliant on the rules, and more reliant on a shared narrative that makes everyone happy (and pay attention). Players get to make Death Saves, I don't hold back when it goes wrong- but they stick together like glue, and find a way by hook or by crook.
It's a great game D&D, the stats (and your PCs skills etc.) are just a small part of it, particularly when you're all in it together and nobody wants you to fail, just to have fun.
Oh and Farkill believes himself to be Blessed by Moradin these days, he still misses or fails quite a bit, but not as often as some of the other PCs, and not nearly as much as he did previously- funny that. He keeps yelling for Moradin before he announces his latest attempt to... whatever it is, however.
And that makes Moradin happy.