I prefer to acknowledge that mental and physical stats work differently. I am ok with physical actions be 100% due to characters and mental actions be 50% due to characters and 50% due to players.
But I do wish to balance player's skills with character's skills when it comes to mental stats and skills. I want both to reward a player who is clever/attentive/charismatic herself, and to rewards a player who strategically invests in her character's mental stats/skills.
So if I have a charismatic player who invests entirely in combat skills for the character, he should get 100% of the benefits from his combat skills, but still get half the benefits of non-combat skills due to player ability.
Meanwhile, a player who is not so charismatic, but invests all their character resources in interaction skills, should suck on ice in combat, but only get half the benefits to interaction.
Seems like only the charismatic player should buy interaction skills, since they are the only ones who will get the full benefit from that investment, and wallflowers should stick to combat characters. Not the approach I prefer.
It can be a problem. But, does not the tactically superior player (or optimizer) gain a benefit in D&D combat compared to someone who doesn't care as much? The simple fact is that player skill does matter in combat; the trouble is when player skill always trumps character ability in interaction.
First, I didn’t say bonuses in noncombat skill should be eliminated, but that they should be on a par with bonuses in combat. A player does not get a bonus for showing you how skillfully he can fence in real life, so he should not get a bonus for being a great speaker in real life either.
He might get a bonus for, say, having higher ground (set out in the rules). A similar bonus might apply to interaction skills because he has a bit of dirt on the other person trying to persuade the same target. He may have physical evidence which would be persuasive to the target, or he might just purchase a gift for the target of his diplomatic efforts. But if the maximum bonus I would give in combat is, say, +4, and it scales down from there, I would suggest the maximum interaction bonus should similarly be +4, and scale down similarly.
I do agree a more robust negotiation system would be good, but I can also see it implemented in play. If we just drop in on the King looking to get our desired result (whatever that may be), are our chances very good? Maybe we should start by researching who has the King’s ear, and working on some of his advisors to build support for our position. Perhaps we can find out some things of value to the King, and show that we have common goals and values by our actions. In other words, apply some tactics to the efforts to win the King over, and not just say “I rolled a 22 – does the King agree?”
Rather than a single die roll, the efforts to persuade the King now become a tactical exercise different from, but on a similar scale of complexity to, combat.
Not buying it. The CHA score of the character should play a part in determining reactions but it shouldn't play the game for the player. A tabletop rpg is a social activity that takes place in the imagination of the participants.
I could also assert the STR and DEX of a character should play a part in determining success in combat, but should not play the game for the player. Let’s see Charlie Couch Potato role play that shoulder roll.
If a player is basically unable to communicate with other players then maybe roleplaying games isn't the best choice of hobby. I could see the point if unreasonable "performance" demands are being made such as requiring character voices and actual improv acting skill. But replying to a simple question like: " what do you tell the guard?" with " I got a 22" sucks the fun out of roleplaying.
If he pulls sword and challenges the guard, what will we require for his success in combat? Does he just get to roll and get a 22? Does that not equally suck the fun out of the game? I don’t disagree that the game is much more engaging when the players put some real thought and description into their actions, but the default level of description and effort should not differ between, say, Searching, swinging a sword and persuading a guard. If I can make a normal to hit roll with “I attack the guard”, then a normal diplomacy roll should arise from “I persuade the guard”. If I would allow a +1 bonus in combat for a well described attack, a similarly well described interaction should generate the same +1 bonus.
Original D&D didn't have any interaction skills beyond the reaction roll for a reason.
Another option is certainly to say “Don’t bother with interaction skills – in my game, success or failure in interaction is determined by role playing”. But don’t let a player spend a pile of character resources on CHA and interaction skills, then say “Well, sure, you have a +15 roll, but Charlie made a good speech so his 8 CHA, no interaction skills character gets knighted and your character is tossed out on his ear“. There is a reason CHA was commonly a dump stat in OD&D.
If there is someone in the group with an actual impairment, such as stuttering, you can take that into account. The quality of the message is separate from the delivery. A clever or funny delivery is extra entertainment for the table (which is its own reward) but shouldn't overshadow the content of the message. Such an impairment isn't an excuse to assume the player is dull and unable to think of some kind of meaningful response.
Emphasis added. If the player adds valid content, then this should influence the roll. But the bonus should be independent of delivery. Having evidence of the Orc invasion plans may add, say, +4 to getting the Guard to summon the Captain at this late hour, but it is still much more likely that bonus will result in the skilled orator’s +15 base roll’s success than the surly dwarf’s -1.
As to CHA being the lowest stat in older editions, it is not true. If stats are generated randomly then the player isn't choosing to "put" anything into CHA, it ends up being whatever is rolled. Sometimes a high CHA would be rolled and the player would wish it was in a different stat-until the benefits of a good reaction bonus and hireling loyalty become life saving.
If those benefits did become life saving – rather than interaction being determined by player skill instead. In the more recent editions, choice of stat allocation, and skill point allocation, makes this much more an issue. To me, an 18 should be equally impressive in every stat.