I can't find a way to even under stand where he is coming from OTHER then it's player skill over character skill.
But the relevant player skill is not
skill in persuasion. It is
skill in the various knacks that are relevant to resolving declared actions in the non-combat, non-magic space.
Given the typical subject matter of D&D, it's good knowledge of simple building, carpentry, not-too-technical machines, etc. Plus - in the social context - some basic skill in human interaction.
I don't understand why some think they have some play loop that must be used and must be phrases right and the better phrasing equals a better attempt.
I agree with
@Swarmkeeper here that "magic words" or "better phrasing" is not a helpful way to go about it.
Think about the chess example I posted upthread. It's not "better phrasing" - it's
declaring that I move my pawn to such-and-such a square. If the GM then responds with the NPC's move, and we keep going, well what we have is the GM and player playing a chess game. And the player
will win, if they are a ranked club player while the GM is a rank amateur. But that has nothing to do with "better phrasing" - it's just accurately describing the PC playing chess well,
Likewise with
@Cadence's example of stuffing a cloth in the quiver to stop the arrows rattling - that's not about
phrasing, it's just describing doing a sensible thing to reduce noise.
That's why, it seems to me, the real question isn't about
phrasing but about
what is encompassed and permissible in action declaration, and
how are declared actions resolved? Are players expected to confine their action declarations in ways that conform to what their PC build suggests their PC is good at? Is the GM, in adjudicating declarations, expected to have regard not just to what the player describes about their PC's interaction with the other fictional elements, but to also have regard to what the PC build suggests the PC is good at?
There are many, many RPGs that give rise to exactly this question, not just 5e D&D. Rolemaster, RuneQuest; I imagine Hero and GURPS played in low-tech contexts; even CoC set in the non-modern period.
I don't think there is a
single way of responding to this issue while leaving the game's design parameters unchanged. Hence the difference of approach between you and
@Swarmkeeper!