Saeviomagy
Adventurer
I think his idea was to diminish the effect of the social skill bonus by applying disadvantage, while emphasizing 'correct' non-social skills by applying advantage.This is a good alternative but it fails to address the major issue: given all that, characters with social skills are the only ones likely to be effective. plus, it really isn't any less work than developing the court scene as i intended.
I think you can work that idea slightly differently: almost everyone has SOME topic that they can converse on fluently with other aficionados. To that end, you could allow substitutions for a social skill. If you're a master acrobat or performer, you could probably have a highly favorable interaction with the court jester talking shop. If you're focussed on strength and athletics, then Throgdar the barbarian lord is probably bored out of his mind with all this courtliness and wants some tales of physical prowess.
Of course at this point you might be saying "Well what's the point of a social skill then?", and there's a few answers:
1. As a wild card. Persuasion and deception can be used to substitute for the actual skills in question. It's possible to just get the court jester to like you, despite being a marshmallow. It's possible to bamboozle Throgdar with tales of valour that never happened (and that he can never verify) or puff oneself up with intimidate.
2. As support. Any of the social skills can be used to give the main skill-wielder advantage with an appropriate description (kind of a sub-function of being a wild card).
3. For more unique things: setting guests up against each other with intimidation and deception, and finding out those blank spots in the ball's roster (Lord Whosit is a newcomer and nobody has really felt him out yet) for insight.
I think the mistake is in thinking that people without social proficiencies and charisma stat bonuses are unable to function in normal conversation, which is patently untrue in a world where normal people have at most 4 proficiencies and the vast majority have 10 in their stat. They don't just wander around hating each other and never helping out, so why would NPCs default to that state when interacting with the PCs?