I've been going through the posts on feeblemind, but haven't found one that explains, other than what is specifically mentioned in the spell, exactly what can be done while under it's effects.
It is clear that a creature can't cast spells, activate magical items, understand language, or communicate. It is also clear that they can identify friends, follow them and "protect" them. The spell does not specify any other effects, but...
The spell drops the character's INT and CHR to 1. This leaves a character with the intellect of a bug or lizard. The one thing the spell does not go into detail over is what that means for the character.
Is there anything RAW that indicates what a character/creature with an INT of 1 can actually accomplish?
In my mind, any character would be able to avoid attacking friends (it says so), but when given multiple baddies, would the player be able to specify which baddie they attacked (with the player choosing the most opportune target obviously)? Or would a random roll be appropriate? Or, if already attacked by a baddie, would it be appropriate to tell the player "you are fixated on this creature, since it hurt you?"
What about proficiencies with weapons? To me, an INT of 1 means they can't recall how to use tools/weapons, as this is based on memory. that wouldn't necessarily preclude the use of them, but it would remove the prof. bonus.
As for character abilities, I don't think an INT of 1 would necessarily preclude their use. I do think it would be situational, based on the ability.
Am I reading too much into this? Is this all in the domain of "It's the DM's call?" Should I stick with "the spell doesn't specifically forbid it, so it's good to go?"