It seems to me that part of the premise in the OP involves imputing the generation of fiction to the die roll where it does not exist.
E.g. in D&D, an attack roll actually generates only so much fiction:
(1) natural 1 or total < AC means the attack misses
(2) total >= AC means the attack hits
(3) natural 20 means the attack really hits
... and that's it. That's all the fiction that is actually generated by a D&D attack roll.
If players or GMs are generating additional fiction that they then link to the attack roll itself - such as assuming bumbling or incompetence on the part of the attacker, that is on them and not the mechanic being invoked.
The same thing goes for social mechanics, at least in D&D.
Just to add to these posts (and keeping in mind @GMMichael's point upthread that, in D&D, the victim of an attack does not get a saving throw to avoid the damage): were the meaning of the d20 roll other than what the quoted posters set out, that would seem to imply that no one in D&D ever deftly dodges an attack or blocks it with a shield or whatever, as a miss could only mean that there was some error on the part of the attacker.My preference is for a resolution mechanic (so e.g. a die roll compared to a target number) to guide the resolution in the fiction of the player's action declaration. The randomness of the die roll in this process can clearly account for more variables in the fiction than how good of an effort the PC made.
If there's no rule, then what do you mean by "how the game is designed"? Surely, the design is to be found in the rules.There doesn't have to be a rule. Whats being pointed to is an emergent aesthetic problem that emerges from how the game is designed.
When I play a PC, I sometimes use first-person (in character) diction and sometimes use third-person (out of character) diction to declare my character's actions. This is a different issue from whether I engage in improvisational acting, which I would say is not a goal I have in playing D&D, although sometimes I speak at the table the words that my character says in the fiction. I don't particularly try to speak them convincingly or with the naturalism of an actor. For me, that's just an entirely different activity from playing an RPG.To put it another way, speaking in-character and making a skill check are two separate Actions that can be used to resolve a social interaction. Many, if not most, try to use them simultaneously when they haven't been designed to be combined like that. You may not, and as such, this problem would be invisible to you. Thats fine.
Have you tried solving the problem by playing according to the intent instead of fighting it?That is the intent. It doesn't always pan out that way in testing nor actual play, and as said, that you personally don't see the problem doesn't mean its not there, and this discussion isn't going to go anywhere if you're unwilling to engage with me showing you where it is and why its there.
This is where we differ, and I don't think you've convincingly made an argument that this is the case. They combine by the player doing their roleplaying (which may include active roleplaying) and the DM possibly calling for an ability check to resolve the interaction.In 5e, Active Roleplaying is presented as an option alongside Descriptive roleplaying. Active Roleplaying, as noted, isn't actually designed to incorporate with how skill checks work for social interactions.
Yes, there is, and it's the same procedure in place when only descriptive roleplaying is used. An ability check can be used to determine the outcome of the interaction. The player can determine that their active roleplaying may or may not have played a part in their success or failure in the interaction depending on the circumstances involved.There is no procedure in place for a player to determine what the check means in relation to their Active Roleplaying.
Why? If the the player at the table, performing as their character, truly gives an epic speech, witnessed by the other players who are present, and then fails an ability check called for by the DM to resolve the interaction, what reason would anyone at the table (including the player) have to believe that the player's speech was to blame for the failure?In the absence of guidance, most people are going to give an epic speech, fail the roll, and feel like a jackass for bothering.
It seems that I do. Have a good one!If you reject that premise thats fine, you do you, but we have nothing to discuss if thats your takeaway.
If there's no rule, then what do you mean by "how the game is designed"? Surely, the design is to be found in the rules.
I don't particularly try to speak them convincingly or with the naturalism of an actor.
I believe the problem is a by-product of making such an assumption.
I also don't know what you mean when you say they haven't been designed to be combined like that.
They combine by the player doing their roleplaying (which may include active roleplaying) and the DM possibly calling for an ability check to resolve the interaction.
An ability check can be used to determine the outcome of the interaction
what reason would anyone at the table (including the player) have to believe that the player's speech was to blame for the failure?
Nonsense. Good improv is entertaining in itself. People do it because it is immersive any fun, any mechanical benefit is just a nice bonus.This was already explained in the OP. A failed roll making otherwise good improv pointless, not just in terms of invalidating player skill but also in depressing the desire to roleplay the interaction at all.
It occurs to me that you don't seem to be picking up on the idea that the problem is in an emergent contradiction, where a person recognizes what they said would under no reasonable circumstance be the same thing as rolling a nat 1 or any other number that counts as a failure.
The point here is to eliminate the possibility of contradiction. Both are utilized simultaneously, and failure rests in the other person's reaction to what was said, which is mechanized through a combination of classic character skill mechanics and a new, independent system to grade improv and incorporate the numbers for both into a target number for the target to save against.
Nonsense.
Good improv is entertaining in itself. People do it because it is immersive any fun, any mechanical benefit is just a nice bonus.
You seem to be overtly fixated on who rolls the die, but it really isn't important
I know no one reads 5e DMG and it overall is not great, but it actually suggests incorporating this sort of stuff into resolution of social situations.Instead focus on investigation or insight to gather clues about motivations and goals that then can be used as levers to achieve outcomes.
Not to everyone. I don't enjoy 90% of what improv I've seen - admittedly, most of which is due to my wife's love of Whose Line is It?.Nonsense. Good improv is entertaining in itself.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.