Let the bonuses and penalties on ability scores come out in the actual rolls. Player 1 may really, really want to connive his way past the guard with some sort of BS story, but if they have a -1 to their CHA, well...roll. See if the -1 comes into play. If the player seems really invested in their idea, and it's a solid plan, give them advantage, but it's still at a -1.So thought exercise:
Player 1 is extroverted, enjoys the improv part of roleplay and often comes up with ideas during play. They are playing a character with low INT, CHA and social skills.
Player 2 is introverted, doesn't prefer the improv part of roleplaying and rarely comes up with ideas during play. They are playing a character with high INT, CHA and social skills.
How do you run the game without penalizing either player?
For Player 2, it really depends on how they interact with the game. If they're having fun, I'm not going to try to fix a problem that may not be there. Or, they may have an idea, but I'm not going to press them to roleplay it out - that's what the die roll is for. They can describe their idea as much or as little as they want.