The wizard’s stat?
Like Dex, Intelligence can be confusing in its terminology. In D&D cognitive processing ability is covered by both Intelligence and Wisdom. Sometimes it’s said Wisdom is your street smarts and Intelligence is your book smarts. Well, that’s just for wizards isn’t it?
Of the twelve classes in the player’s handbook only one needs a good Int score for their combat rolls; the wizard. Intelligence also gets a minor save that rarely comes up vs spell effects (although Synaptic Static is a killer spell!) It goes further than that though. Some characters can be seen as dependent on a single attribute like a cleric needs Wisdom and a rogue needs Dex. Others are dependent on more than one stat. Monks need both Dex and Wisdom, paladins need Strength/Dex and Charisma and rangers need Strength/Dex and Wisdom. We could say that investigative rogues and college of lore bards can usefully rely in Int as a secondary stat but not in the same way that a pally needs Charisma; it’s not coded into the class abilities. Of course, in a way, every class can benefit from every attribute and players can create some really individual characters but every PHB class except the wizard can dump-stat Intelligence.
Maybe this doesn’t matter. The Artificer class contained in Tasha’s Cauldron of Everything introduces an Intelligence based half-caster which has proved very popular. This is a comment upon the meta of D&D and the prevalence of which stats are prioritised across multiple groups. If your group play a fighter, a cleric, a rogue and a wizard and they’re happy with how the characters are playing then you have nothing to worry about. Besides, wizard is one of the most common classes in my experience. They just fill a wonderful niche in so many fantasy stories.
Skills and Ability Checks
Intelligence gets raft of proficiencies, being the guiding stat for Arcana, History, Nature and Religion. Aside from Investigation these can be considered fairly passive abilities. If John decides that Rastan the barbarian tries to lift a portcullis the Strength Check becomes interesting because it determines the success of what John decided Rastan would actually do. John could have advantaged himself by calling for help, using a block and tackle or anything else he could think of. John and the other players can probably take a decent guess at what the DC for the task is based upon the description of the portcullis and the DM’s previous rulings on lifting things. John can also clearly state what success and failure will look like and how success will advantage the party’s situation. Rastan is going to lift the gate without any aid or tools by just dead-lifting it and if he succeeds the party will be able to get past it. It’s transparent and he’s doing something.
On the other hand, if Paul asks what his wizard, Elmdalf, knows about Barbed Devils he isn’t really doing anything. The act of remembering isn’t quite the same as the state of knowing and neither are very exciting. We might consider that if Elmdalf knew anything about the devil he’d be prompted to mention it so why does Paul have to ask in the first place?
There’s no decision for him to make that could advantage him. There’s little way to guess at what the DC for the check would be. What is success and failure? What information could prove useful? How much will the DM tell him on a score of 15 or 20? It’s vague and I’m not really sure if the character actually counts as doing something. Lifting the portcullis might well require an action if in combat; would remembering/knowing something about Barbed Devils take an action? not at my table. I wonder if there is enough decision involved for the player to feel like they had the credit for a clever course of action. However, the passive nature of the ‘lore’ skills are more suited to the DM calling for rolls regardless of what the players have done. This is less satisfying as it takes the Decision out of Dice & Decisions.
It also requires the DM to be ready with an answer. It can be easy to reveal a detail about a creature from its entry in the Monster Manual but beyond that the DM has to be ready to reveal adventure details accessed by successful Intelligence checks. If the players need information to be able to engage with an adventure then it is the DM’s job to give it to them somehow. Without digressing into issues of agency, if further details about the plot or the challenge ahead are going to be revealed only at a certain juncture in the story/game then accessing it on a single roll could spoil the developments to be had and ruin exciting reveals or challenges. I have to admit in the past to calling for a lore skill check without really knowing what hinges on the outcome and upon a high score giving the poor player lots of added detail and information that doesn’t really assist them.
Since only the Wizard truly needs a high Int score for his combat abilities, other classes can be forgiven for ‘dump-statting’ intelligence. Why not let the wizard figure out the lore and save your proficiency allocations for something fun or useful like Persuasion or Stealth which leaves us with Clerics with low Religion mods and Druids with low Nature mods. This might not be a problem but if it is, it’s because the players aren’t able to perceive of a useful application of Intelligence to the game.