In a story focused, fantasy-adventure 'storygame', does it bother you if you aren't told what your character's stats allowed you to do? And if it does, why do/don't you want to see said information. I'll put the term 'stats' into some categories so you could more effectively provide an answer.
Currently, I'm thinking of telling the reader what stats are needed to execute a given action for A' and B' and I want to know if, as a reader, you will/won't appreciate my current decision.
A. Character stats that dictate "unnecessary" action.
Character stats are those numbers you see that give an indication/tell you what is your physical/mental state (eg. STR = 10, INT = 20). They usually dictate whether you can or can't execute an action (eg. 'To impress the trainer, STR = >5' or 'To read the code, INT = >20). These actions AREN'T required for progressing in the story (and don't change it's course).
A'. Character stats that OBVIOUSLY change the course of the story (drastically or otherwise)
Same as A, except that the actions that you HAVE EXECUTED obviously impact on the story (by changing its course or progressing through it). For example 'To clear the way and proceed, STR = >20' or 'To decipher death's riddle and save Tom, WIS = >70'.
A! Character stats that DON'T OBVIOUSLY change the course of the story (drastically or otherwise)
Same as A, except that the actions you have executed impact story in unforseen ways etc. For example, when you were able to lift the 'Royal Blade' a foreign monarchy recognised you as their crown prince - which is realised later in the story and subsequently changes its course.
Your character stat has caused said change.
B. Relationship stats/statuses that don't cause changes in the story's plot.
Relationship stats give an indication/tell you what type of relationship you are in with another character (eg. 'Relationship with Anna is: HOPELESS' or 'You are a: FATHER to Jim'). These determine the interactions you'll have with said other character (For a HOPELESS relationship, the dialogue will differ to depict said relationship. If you are a FATHER to Jim, your dialogue with Jim will also differ accordingly). These stats are only for flavour text and other minor add-ons that don't change the progress of the story.
B'. Relationship stats that are OBVIOUSLY linked to a change in the story.
Same as B, except that the relationship status that you HAVE leads to or provides a change in the story's course (eg. a split in the story's plot structure etc.). This resultant change is obviously linked to your relationship status. For example 'Prince Charming likes you! Now you can go to the ball!' or 'Since you're Jim's dad, you (can) have a heart-to-heart with him.'
B! Relationship stats that AREN'T OBVIOUSLY linked to a change in the story.
Same as B, except that the relationship status that you have leads to or provides a change in the story's course that isn't obviously linked to your relationship status. For example, 'Your decision to 'pay-out' Gordbull's Ironworks during the council meeting has led to more swords being used by merchant caravans, leading to less magic users on the road (this shift in the story isn't told to you by the storygame, and will later lead to changes in the plot'.
Your relationship stat has caused said change.