I posted first on Queen's second thread regarding skill importance before I found this one. To cut in paste here regarding the DM's picture of talk first, roll second:
"That aggrivates me no end, and yet I've encountered it often. If I spend the game mechanic's points away from combat and invest them in social bonuses, I should reap the benefit, and not be crippled for a lack of method-acting prowess. I never see a DM say, "So you want to tumble over the ogre and cleave it from behind? Okay, pick up that broom handle and physically demonstrate the maneuvers you would use and I'll decide if it works..." However I've been with several DMs that say "Okay you want to try and convince this guard with your bluff skill that you're really the delivery guy? Role-play it out so I can portray the guard's reaction and that'll determine your success..." If I was that good a bluffer in real life, I wouldn't invest the points in making my character skillful in it. I want him to be exceptionally more quick of thought and tongue than me personally, that's how I devised him.
What's ironic even more is that it usually comes from DMs that say they want less combat in their games so they can focus on role-playing plot. Well if you reward points spent in combat more than points spent on social abilities, how do you think that will result in less combat, pray tell? That comes across to me that you just like hearing yourself role-play NPCs and disdain those who can't equally descend into character."
I think yes I should have to give a basic description of my approach, ala JimAde's theory, but to make me have to be as eloquent as my character just to feed your need for RPing in character devalues those that try and make smooth-talking characters over munchkin warriors. Take this example:
Player A is a good RPer and can descend into character well in table discussion He makes a rogue character designed to tumble, sneak and find traps. All his skill points are devoted to those ends. The time comes to smooth talk an NPC. He only has one or two ranks in bluff, if any, but because the talk-first, roll later DM likes how he delves into character and charms with the words he says in real life, they give them circumstance bonuses that let them succeed.
Player B is not a power gamer, but isn't personally talented at talkin in character either. He develops a manipulative, Rasputin type of enchanting mage. He takes all of his skill points away from the typical concentration spellcraft of a typical wizard and dumps them in bluff, diplomacy, and social skills. That is the central focus of his character, being capable at social manipulation with or without magic. Now the time comes to fool an NPC. The player themself can only devise the phrase "I try and fool him by convincing them I'm a noble from House Bannistaid" If you're of the talk first school, you might not feel impressed by that RP showing and not give him the circumstance bonuses you give Player A. You have now just defeated that players enjoyment of the game and given negative incentive to create social as opposed to combat characters. That player COULD have spent points in combat skills and effects, but instead used the mechanics to make a bluffer. If those mechanics are thrown by the wayside just so you can feel there is more table talk, what incentive is there? that's how I feel. Am I alone?