For exactly the same reason I put above. It's not like my players don't know what's coming up ahead; I'm very upfront about it. If they ask for advice, I give it to them. If, in spite of knowing they'll need social skills (or swimming skills, or Undead-hunting skills, or multiple languages, or lockpicking), they decide they won't get them, then it's a conscious choice they've made, and I won't pave over that because of some design goal that all players should be equally effective in all situations. And even if I decided I had to, I'd tailor the encounter so there is something they can do with the abilities they
do have...
Mallus said:
To clarify, I'm only talking about ignoring a character's flaws on occasion, and specifically with regard to player participation in planning or social encounters. I wouldn't let someone do it all the time.
Ah, I seem to have misunderstood that; when you said that your campaign was mostly intrigue/social maneuvering, I read the implication that charismatic players with brute characters were being suave all the time. Since it isn't like that, then I retract most of my objections.
Mallus said:
It's simpler to just acknowledge that the character is as smooth as Cary Grant on occasion. I'm a huge fan of simple.
What exactly are you doing playing 3.5e, then?
Mallus said:
I can think of a number of reasons why not, the simplest being that the player didn't have a firm idea of their characters personality at the start of the game. Or they did, and then decided to change it. Or that even though they enjoying playing a certain type of character most of the time, sometimes they like to break out of that (consistency being the 2 hit die hobgoblin of little minds and all that...).
It my experience that 'going with the flow' leads to a more fun game. You could say my DM'ing philosophy is best summed up by the classic scene in Animal House, where Bluto gives a moving, yet factually incorrect speech invoking the German attack on Pearl Harbor, which is to say, more often than not when confronted with a player's actions don't neatly match up to their characters abilities, I say 'Forget in, he's rolling'.
In all games I've played, the players usually know in advance what kind of character they want to have -- at least, they plan in advance what kinds of roles they'll have in a group, so they don't step on each others' toes. Going into a game without knowing who you're trying to play is usually a recipe for disaster, no matter what the DM does.
As for the player changing their minds about a character, usually the character is scrapped (retired or killed) and a new one made, or it's plain redone (moving around skill points or changing classes), but regardless, the character sheet should reflect the player's vision of their character.
Sometimes the rules have to be scrapped and the DM has to wing it, but in the general case, it's better to have rules for combat than not; it's better to have rules for spellcasting than not; and it's better to have rules for NPC interaction than not. The special cases are special-cased as appropriate.