RFisher said:
It may be metagaming, but I want the game to be played by the players
Where we have different approaches may well be in what "game" we are playing.
The "game" i want my guys to play is role playing their characters. If their character would approach the situation with tactics and precision, then i want them to have their character do just that. but, if their character wouldn't, i don't. "Winning" IMG should not equate to "beating the monsters and taking the least damage while doing so and expending the fewest resources."
Now to the more general point... it reads all backwards to me.
Don't play the character "less than savvy" because you have a 6 in intelligence.
GIVE the character a 6 intelligence because you want to (or plan on) play him "less than savvy."
If you don't plan on playing him "less than savvy", then don't give him a 6 int.
This is where the "just be you" thing above becomes a problem. a savvy player lowballs his int score for the character because "i can outthink" or a social player lowballs his charisma because the player can "talk his way thru a scene." The mage won't be able to lowball his spells because "i can do real magic to make up for it."
build what you plan to run.
But honestly, INT is not the only measure for this. Experience matters too. I often use profession soldier as a "battlefield experience" trait. An int 6 ogre with pro-soldier 6 because he has served in/been trained by an army would be a lot more tactically inclined than a typical run of the mill ogre whose tactics tend to be less than sterling.
At the point that you are in a "my stats won't let me" you already have a stat mismatch... your notion of "what the character is" is not in sync with the stats you gave him.
Maybe if you wanted to run a "tactically savvy" guy, you should not have sold off on intelligence for MORE STRENGTH arr arr arr.
maybe if a GM wanted to throw a murder of int 6 ogres as your party's adversaries and have them be organized and using precision tactics, he should consider...
a. using bugbears or other, more intelligent critters, leaving the ogres for his brute squad scenarios.
or
b. established these ogres as "special" by giving them backgrounds in military, giving them profession soldier to reflect this background, and writing into his local history past wars and events that show ogres led and trained... which could be foreshadowed in local history findings so the players go "ahhh, these are some of those ogres" and draw a CLUE from it, instead of having his players simply scratch their heads and wonder.