Can you say more about how your reconcile/integrate these two paragraphs?
I don't know how this is supposed to fit with the game system, though. I mean, if you as a player make a CHA (Performance) roll, is the GM just at liberty to decide that some random NPC is unmoved by your message?
If the answer is "no", then where does that leave us? I think there are multiple possible answers, but not all of them fit comfortably with the idea of stats and skills as representational.
To answer I will lean into 5e rules here. Although I don't like 5e overall, I do like it's philosophy regarding how to use dice rolls.
If the GM asks for me to make a Cha (Performance) roll it's because they think the outcome is uncertain, and failure would have consequences, and therefore wants to use dice.
Why the GM would then ignore the roll, I don't know. Because if they had already decided that my attempt would fail, because they know something about their NPCs, they should simply have ruled thus.
If the GM
always caused my attempts at performance to fail, I would probably find a new GM. Just like, as a GM, I would stop inviting a player who always made choices that reduced the fun for everybody else.
EDIT: If stats are representational it also raises the question of what dice rolling represents. If I have high Con, but fail a check to resist poison, what does that represent? Is it truly random whether or not a poison affects us? Does a failure mean we don't happen to be able to resist that particular poison? Isn't it kind of strange if everybody
except the high Con dwarf resists the poison? But we still accept that some people are affected, and others aren't.
5e (because it keeps coming back to that, even if this thread is meant to be system neutral) doesn't have a mechanic for resisting or otherwise reacting to an NPC's performance. They roll, and somehow the result of that roll is supposed to apply to the entire audience. I say: announce the result, and let the players decide what their reaction is.