Sure you can require multiple checks to "win" a social encounter, nothing wrong with that.
However, I would be hesitant to try and make it work like combat, because combat is definitely NOT just a series of rolls! In combat you have movements, obstacles, several possible actions to choose from, different targets, intermediate goals, and overall you have to balance offense and defense. It's a huge work to make a social encounter work like combat, and the risk is that it won't be fun if it doesn't feel like a social encounter anymore i.e. if you cannot talk your way through it but rely too much on dice.
Maybe consider something less extreme. At least, make a short list of a few possible different outcomes, not just "success" and "failure". Perhaps even draw a sort of "states diagram" to represent different stages of the social encounter, with arrows connecting the states to represent possible "transitions" that are triggered by making the right choice of things to say and/or winning a check.
Skill challenges can be the background rule framework behind those "states", but if they're just a bunch of checks without a narrative representation, their effect is only on probability distributions but it won't help making the social encounter more interesting.
Agree...
To me the multiple checks 3W accumulation i tend to use is to emulate the gradual combat if you will. Its the tracking hit point equivalent of a task.
For social conflicts, i have seen plenty of variation on the dice vs talk mechanics.
Dice Tops - seen gm who use the skill and roll for outcome making them just as important as to hit vs ac etc in combat. Here the "talk-fu" is just like the player choices of move here, use this attack, etc in combat. Talk bad = made poor tactical choice so might not be able to roll to advance the progress, just like moving wrong wsy may cost you a round of attacks or get an OA that sets you back.
Talk Tops - seen GMs who mostly use narrative hardly looking at scores or dice. This basically counts the players description as the roll result which is a big departure from combat challenges, crafting challenges, etc. May or may not also use modifiers from the character skills.
Mixed - here the GM still relies on stats and rolls for the core determiner but uses the natrative description the player provides as modifier, maybe plus or minus, maybe advantage disad, etc. Provides more concrete numerical shifts for good talk vs bad talk choices.
To me, the thing to focus on is that i yteat "what your character says", "who you approach" " flattery appeal to vanity" "bait for the greedy" etc in the social encounter as the eqivalent to your tactical choices in combat. So, as a GM give them as much influence in social combat as you give your players tactical choices in combat.
If "good choices" in combat means just get the standard output, the the first option is likely your bet.
If you reward good choices in combat with "no roll" successes quite a bit, option two might be a better fit.
If you commonly all good choices and narratives in combat to grant bonuses or advantages/disads beyond that which the base mechanics provide, option 3 is maybe more consistent.
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