Greenfield
Adventurer
If I was Bill and had tailored a character to be good at talking, I know I'd be annoyed if Randy was consistently able to achieve as good or better results simply because he was better at phrasing his dialogue in ways the DM found impressive.
If a player isn't willing to participate at all in social scenes that's one thing, but if someone who's trying to play a social character is getting shot down simply because they're not personally as persuasive a talker, then they're basically having an aspect of the game closed off from them on the grounds of real-world ability.
That's not something that's done with any other aspect of the game - you don't need to be smart to play a wizard, or strong to play a fighter, or devout to play a cleric. So why do you need to be charismatic to play a diplomat?
Fair point.
As I said, I'd hand out a circumstance modifier of no more than +2 for a good pitch, based no so much on the player's eloquence as on the verbal tactics they employ.
If +2 is all the difference there is between Bill's PC who's "good at talking" and Randy's who isn't, then Bill needs to learn better character design.
I picked +2 as the top bonus because it's what a character can achieve at combat situations with good tactics, it's the circumstance bonus someone might get to Climb skill if they planned the right gear. It's the typical bonus you'd give for Craft if they had the right tools or a trained assistant.
In short, it's appropriate. More would bring about exactly the problem you describe. None at all would make that the only skill in the game where the result can't be modified by player tactics or planning.
Think about that: Need to feed the party in the wilderness? That's Survival. Roll your dice, and I don't care if you have fishing gear or not, you can fish equally well.
Need to treat an injured friend? That's Healing. Go ahead and roll your dice, and we won't care if you have a Healer's kit or not, the dice and the dice alone will decide if your friend lives or dies.
Need to start a signal fire to get rescued? That's Survival again. Roll your dice and I won't ask if you actually bothered to keep your firewood dry, or if you have flint and steel (tinderbox in the equipment list). There are no circumstance modifiers for good planning and no penalties for being dumb as a sack of hammers.
Is that how you think we should play?