Well, if that's how DnD does it then that's how it does it. I'm not always sold on the "it's not there, but it's implied by the wording over here about something else" thing but, then again, I play Anima (whose second middle name is 'vague rules'). I suppose that's just one more thing I disagree with DnD about >_>
swordchucks:
I think the thing that's missing here is that I'm assuming the PCs want to play their character and not ignore things that they just don't want to deal with.
Oh... if only. But even in a world where every player wants to play their character to the 't,' there's still the issue of those that can't be as social or convincing as their character is. At that point, while a character might be able to convince another character, the player can't always convince the other player, in character or otherwise.
That's where I see the value of the roll, because, as I said before, it's bothersome to play someone who is generally likeable, convincing, and can debate down a king in their own court, but who somehow can't negotiate with the other players on what to get for lunch because they're 'not allowed to roll against PCs.' I understand the example I'm using isn't drastically important or anything, but this goes for anything at all, from which direction the party should travel to how they should treat the prisoner they just kidnapped. It boggles my mind to think that rolls shouldn't be used at all for something that's a part of adopting a different persona.
Again, and I can't emphasize this enough, but it shouldn't just be 'roll and I win,' it should be a matter as complex as real social interactions are. If it's done entirely mechanically you establish modifiers, both sides make a roll, and then you get the result. You can add in multiple rolls if you want to, making every social exchange an 'extended test,' or throw in something else. Isn't that how every other situation works in pretty much every other system with dice? Modifiers? Contested rolls?
Again, it's not mind control any more than a swim check represents walking on water, or an attack roll represents splitting the atom (possible in some systems, but I'm generalizing). It's influence, as suggested above, and even as suggested in the DnD rules that Gamer linked.
I'm sorry, I'm ranting. I just don't understand how people simplify so much when even 3.5 has a chart for it and contested rolls.