Lol, that'd be me
Well, I know who the parties are, but I wanted to use the example to point out the issue, without naming names and without suggesting that either party was on one side or the other of the Game/Story concept. "The other guy" might well not expect that the in-world characters are thinking about that 5% chance, and I don't want to put words in anyone's mouth.
Rules are there to help make the game seem a little more impartial and making sure everyone at the table (DM and players) has fun.
I think we're on the same page, or at least within two or three pages of each other. But there are players out there who are 200 pages away, and who imagine their characters themselves thinking about wanting to be a bit stronger to do a bit more damage as if they knew they had a 15 Strength (instead of being a vague-ish "very strong") and knew for a fact that there's magic out there that would bump their Strength. If the player has read it in a rulebook, the character knows it as a fact in his world. There is no vagueness or mystery or dreaming...
Every character has the weapon [for] their class that does the most damage. Same goes for armor. All fighters wind up with plate mail and carry two-handed swords...
Not to change the subject I started with, but this puts me in mind of another phenomenon: The Impeccable Character. The character that has no faults, or has as few faults as the system will allow. It's a different thing from powergaming, since I've certainly seen it not
involve an arms war of damage dealing and defensive powers. It has more to do with never being tricked or made to look foolish, never getting close to death, never facing something that you don't have a trick up your sleeve for, and being the best there is at what you do. The character is a superman, a paragon -- and the player is unhappy (sometimes very
unhappy) when the character gets captured or pick-pocketed or hits negative hit points, even when those serve the narrative to their advantage in the long run. It's like a character that nothing is supposed to happen to... they're made of marble and shouldn't be chipped.
Meanwhile, many of the characters I've loved playing have been flawed, either in mechanical ways, narrative ways, or both.
I'll leave the psychology of those two viewpoints as an exercise for the reader...