for computer RPG games, I have a practical reference to measure a great storytelling game (again I will mention Planescape Torment)

Because this was the first game, if I remember well (1999, before BG2 was released) where I chose not to min/max a Warrior for combat.

I played as dual class, Fighter->Mage, and I started with low Strength on purpose.

Once I understood that game was about story and the characters (I was never upset that the characters´stories were all pre-made),
I deliberately chose to improve mental stats. Why? Because the producers of that game restricted the best story answers and dialogues for higher mental stats. And I wanted my experience to
focus on the story. Of course, towards the second half of the game you become very strong as a Mage, you meet 2-3 tanks to fight for you, and I think you even find some magical item for Strength.

overall... DOS 2 was a cooler, evolved combat experience, whereas Planescape was a cooler storytelling experience. I enjoyed both indeed.

as for inducing changes in gameplay...DOS 2 induced some changes too: recognizing the value of Persuasion, of elements combination, terrain/ barrels for combat, and of course teleportation.
3 had self-teleportation, except the protagonist, and 3 could teleport others...haha.
(if my group was a british rock band, it would certainly be called "The Teleporters")