That is a communication problem though (one of MANY with the rule themselves). if a player could look at their options in a clean, easy to understand format -- more about feel and theme than mechanics -- they would be able to make a choice and I think be excited to get a new "toy" to play with. The same thing is true, IMO, with complex NPC interactions in adventures: if the GM could look at a relationship map and with a glance know who was aligned with and opposed to who, you would see more even new GMs delve into intrigue more. D&D has a graphic design problem and is getting schooled by the OSR and other indies.