First, I pointed out how a role or roleplaying don't need stats. It's the computer that needs it. That was the issue we were arguing about.
Now, about what are the differences between having a stat system and an adjective system. I'm inclined to believe that a qualitiative system favors roleplaying. Since a role is first defined by qualities, staying at that state keeps the focus of the player on the role and not on the derived stats. In real life, you don't go around saying "yeah, that guy has an intelligence of approximately 4, he's got a reaction of -20 to me, but I won't start a fight with him because he's got a Str of 8". You'd rather say "yeah, that guy's pretty dumb, doesn't like me at all, but I'm not going to pick a fight with him 'cause he's pretty strong".
Spazmo said:
you're just suggesting a further layer of abstraction on top of what's there anyways.
Well, I believe it's quite the contrary. It's the stats system that's the layer on top of the adjective system, or at least, should be. Stats are the complexification, not the adjectives. A qualitative system only seems complex because we're used to the numbers.
Now, on it being more abstract than numbers. Sure, numbers might seem more objective. But who's to say that this "amount of intelligence" is equal to 7 on a scale of 10? Pretty subjective to me. Plus, irl, you don't know your stats on a given scale. No one can tell you've got 63% in mechanics, they just know you're pretty good. And, knowledge changes over time. Your 63% now might become a 47% in 5 years. Numbers seem more meanigful in the game because they are an end. You had 45% in barter before, now you got 47%. You're better. In-game, there's a minimal differance, if at all. People won't say "oh, you're such a better haggler now", they won't notice. Therefore, having qualitative aptitudes and skills makes more sense, because you actually know that if you become good at something instead of average, you will notice a difference (if the game isn't shitty).
Often, the game checks for a skill number. You've got medic more than 70, it opens an option. What if you had 69? There's no meaningful difference there. Yet, you don't get the option. While with qualitative description of the character, this can't happen. When given a scale of "no experience in the skill, basics, skilled, masterful and ground-breaking knowledge" (this scale is shitty, I know), every level in the scale is meaningful.
Since the qualitative description isn't an end in itself, unilke a stat sytem where you can say "this number is higher, so my character is better", the game has to give more importance to in-game recognition of your character's evolution. And that's a good thing.