I agreed with that above - if people want to ignore their stats and house-rule that you can play your super low intelligence PC as if they had a high intelligence except when making rolls, nothing is stopping you and it can be a lot of fun.
Ignore is one way to put it. Interpret stats however they like in nuanced or not-so-nuanced ways is another.
Pg 175-179. Without any hedging language, they tell you what your stats represent. This has all been discussed upthread - a few times.
You'll need to be more specific because I am not seeing anywhere in the "Using Each Ability" section which prescribes how each gradation of the ability score must be roleplayed.
The hedging language here is used to indicate that you may have alternative representations of the way the high ability score may manifest. It is saying, "Hey, here are some mainstream interpretations of high ability scores." It is not saying, "Feel free to just ignore your scores and have a low intelligence PC know every fact about every monster, spell, and magic item in the books, while having the full force of Google helping them solve riddles."
Key word: "interpretations"
And, per the definition of "roleplaying" we've both quoted now, it is up to the player to determine how to interpret.
I suspect we both feel that a player using Google to solve riddles in the game is an example of a player not playing in good faith. Being a jerk or acting like one can ruin any game. But we're not here to discuss jerk players or jerkish player actions.
A DM runs a game for two players. Characters are generated using point buy, both are non-Variant humans. One PC ends up with 16s in the physical stats and 9 in the mental stats, while the other has 9s in the physical stats and 16s in the mental stats. One is a fighter, the other a Wizard.
The PCs go out and start adventuring. They come to a bridge over a chasm. The high ability score PC navigates it easily. The low attribute PC struggles to get across. They realize that some monsters are nearby and hide - the fighter has no trouble, the wizard is spotted.
Then they reach the dungeon. There is a riddle to open the dungeon door. Both players listen and the fighter player solves it before it finishes. They enter and the fighter player realizes that the far side of the main chamber is the perfect spot for a trap, halting the duo from advancing. After avoiding the ambush, they encounter the hag and try to persuade her to help them. The fighter player realizes that she is trapped in the cave and they can free her in exchange for her help.
The fighter steal the spotlight from the things where the wizard's stats say they should excel. Further, this dumb, foolish, awkward fighter is coming off like a smart, wise and savvy negotiator. Is that something that should be addressed? Or, as the fighter do you just want to tell the wizard he was an idiot for worrying about mental stats?
Examples on a forum can be tricky but see my response above about jerk players. First of all, the fighter player is hogging the spotlight. On top of that, it doesn't seem the DM is doing anything to spread the spotlight around. So, yeah, less of a "roleplaying" issue and more of a "breaking of the social contract" issue.
And yes, I do recognize there are times rolls are called for - and yes that is a balancing component to the abilities. That is my main point, actually - that you should be using those ability scores to determine success for the mental challenges PCs face. You should not have PCs ignore these ability scores when they do 'mental things', and if their mental stats are low enough they should struggle with some things most of us take for granted that people are expected to be able to do that are not so easy for everyone.
Again, I'll say that I believe that most players at our table
do use their ability scores to inform (at least partially) how they roleplay their character. In 5e, though, there is no prescription regarding ability scores for exactly how players
must do this. I completely understand where you and others are coming from: you want the players to roleplay according to their stats. Perhaps that is something that has been prescribed in a past edition of D&D. I'm saying that the 5e definition of roleplaying lets the player decide what their character does (attempts, really), thinks, and says. Adhering to that definition while running 5e has freed up my ability to focus my energy towards creating engaging environments, interesting NPCs, and challenging encounters. The players handle their PCs to the best of their abilities (pun!), I take care of everything else.
People in 5E call intelligence a dump stat for almost every PC at the same time they're failing to respect how the books describe it being used. If any player can just recall what they know from the books, or use their potentially vast real world knowledge to their aid, then there is no point in having mental scores - but we do. We always have. I bet D&D always will as a sacred cow.
Please consider that there is often a difference between what a player
thinks their character knows and what the truth in the game world really is, as set by the DM. I'm sure you are not suggesting that the INT 20 Wizard knows everything from the books and real world, either.
Any player is certainly welcome to recall anything they know from the books or real world in my 5e game. And, despite this, mental stats still mean something at our table because using player knowledge from the books and/or the real world will only get their PC so far. A player applying such metagame knowledge in game play while assuming it to be correct without first testing their assumptions in the game world may soon find that their PC is not faring so well. And the result at the table where I DM: players - some brand new to D&D, some who've played for decades - who roleplay their characters, warts and all, and engage with the game world through those characters. Sure there are a couple min-maxers in the group who steer clear of their PC weaknesses in game play, but we have fun with them all the same.
