Chaosmancer
Legend
I have tried a number of social systems in other games, including "social combat". Not once have I seen such systems improve roleplaying...not once.
In theory, such systems allow players to socialize in ways they aren't comfortable normally, just as a weak person can play a super strong barbarian, the socially awkward person can play the smooth talking con-artist. But in reality, I find such systems just hold back good role-players rather than prop up weak ones.
So while the theory seems reasonable to me, it just doesn't seem to work in play. When it comes to social mechanics, less truly is more.
I think this is a problem of trying to use the system for every single time you would talk to anyone.
You don't actually need to use the combat system to punch out a guy at the bar, you don't even use the combat system to punch a door.
Again, if you were to create this kind of system, you need to only use it for dramatic moments of tension. And you don't use it to improve role-playing, that's not the point. You use it to get down into detail and make success and failure feel like it rides on more than just a single roll.
I'll turn back to my example. The single roll failed, and the party was not satisified. They could have turned around and left, with minimal consequences. Instead, they entered a social combat which allowed them the chance to use multiple rolls to attempt to bull through the situation, but also carried far greater consequences for failure. It seems to me that this is the power of such a system, the chance for the players to dig in and say "double or nothing" because this is their big moment.