willvr:
Well, except that many games don't really use rules for such things.
Most games don't have called shots and penalties for blind, deaf, or an atrophied limb? >_> I guess I play in more combat-heavy systems or something... My bad.
willvr:
As stated; I feel that those social skills take away from the RP experience if you can just use them to change my mind.
But how? It's mimicking real life. It's how people
actually do things. I understand that we play games to get away from reality, but we don't throw out things like gravity and how combat works (except in Exalted, where words can literally hurt you) just because they're too realistic. That's what fall damage is. It's what weight limits are in some games. And I get that some people don't like certain mechanics, but it's almost universal that people don't like the social rolls against players.
I just don't see why it takes away from the RP experience if it's a part of the game and it helps to define a character you might not otherwise be able to play (because, again, we are not all social juggernauts, and convincing people in-game can be at least as difficult as this conversation we've been having on this topic).
willvr:
Yes, I understand, having seen discussion other players in games from Tyr where they're coming from; but I'm also of the opinion that for social interactions to be a major part of a game, you need strong RPers, not dice-rolling maniacs.
And, as I stated before, I agree that dice-rolling maniacs are not who I agree with either, but sometimes you are introducing people to RP for the first time. Sometimes it's the first time someone's played a social character. Sometimes you don't have the luxury or the blessing of playing with a group of strong RPers, or their strengths lie elsewhere besides social rules (which a player has to be aware of if they're going to participate functionally in the social exchange). It's not the sort of thing you can expect to encounter on a regular basis if you're trying to expand your playbase.
That and, well, social mechanics come up in non-major ways all the time. So what about then?
Dice rolling is, and always has been, there to arbitrate decisions in games when there is a disagreement about how it should go. It's what separates rolled systems from freeform. It's why we don't just flip coins to decide how something went (as many problems as it would solve, it would only create more). It's a way to play a character. Your method of 'I rolled a 22, do with it what you will' is a leap of faith that, yes, in the groups you play in probably works and works well, and I would love to always be in that situation, but there is a large world of players out there, as I described above, and if I'm teaching my 9-year old cousin how to play and tell her 'take it as you will' she's going to do what she wants, no matter how small of a reason there is for the check.