Perhaps not surprisingly, I go the opposite direction:
- Stop trying to turn social interaction into combat. Roleplay it out. If the DM can't decide if something would work, by all means ask for a roll.
- Treat Charisma as less about mundane glibness, attractiveness, etc., and more of quasi-mystical/magical "force of personality".
In a recent thread on this topic, a couple of people said something to the effect of "why is social interaction a special case?" Meaning: we resolve everything else with mechanics, why should social interaction be different?
But, again, I think it is (or should be) the other way around:
combat is the special case that is resolved by mechanics. Everything else should be roleplayed/narrated, with the goal of rolling dice only as a last resort to resolve real uncertainty.
In fact, I'm going to go start a thread on this topic...