But, what if Diplomacy actually is is best ability?
I prefer the player to state what
action his character does, then we decide what
skill is used. I don't care what are his best abilities. I cannot build a story, nor can the player, around a skill bonus on a character sheet. We both need
actions to have the ball rolled, so do the other players around the table. Around my table anyway...
I guess I just don't worry overmuch about this level of hair splitting. Granted, when we play, usually checks come out after some role play has been going on, so, it's not something I've ever seen that the player will start with "I diplomatize the queen".
So we agree, the skill test is the result of an action, or a series of actions. It is not even always required. I tend to use it quite often, in order for the player to get the feeling that his character sheet matters. It may seems contradictory with my other posts, but it isn't in my mind.
But, anyway, if the players chose the best course of action, there is no way that this will result in a disaster, even a failure, whatever the roll says.
If he chose an obviously inadequate action, the roll will help me decide what kind of information I have to give him to make a clearer picture of the situation (it also buys me precious time to think). I no longer waste my time with players that don't give a damn. So I assume that if the player chose a strange course of action, it's because he could not draw an accurate picture of the scene. Therefore, it is
my fault, and my task is to make the picture clearer.
My tone is quite important. When the roll is a failure, I may even give more information than when it's a success, but a use a less cheery tone, and mots of the time, the information points at the less brillant part of the intervention.
When the roll is a success, my tone is more intertaining.