Voadam
Legend
To address the OP
Social mechanics cover a wide array of gaming styles and can be tailored fairly easily to a preferred style.
The different preferences for styles of social mechanics and resolution methods are mostly a taste issue and what will be best for individuals will vary.
Your preference for AD&D style direct roleplaying and DM ad hoc adjudication is a reasonable preference and easily accommodated in Pathfinder.
Use the social skills for their mechanical effects and ditch the social interaction aspects of them.
Bluff is good for feinting.
Sense motive is good for avoiding feints and sensing enchantments.
Intimidate is good for the in combat demoralize ability.
Diplomacy is good for gather information or can be dropped.
There you go.
If you take up pathfinder DMing these are easy to implement house rules. Just explain to the players ahead of time how you will handle social interactions and social mechanics and everybody can allocate their build resources like skill points as they deem appropriate for the game rules you will be using as DM.
I would prefer to role play and let the DM decide how the NPC reacts rather than leave it up to the dice. Or when I try to bluff, sometimes I do it well, and other times I do it badly. I would just rather the DM play off of how I actually do it in character than rely on my dice roll.
When we play AD&D (I’m the DM) the social skills thing is not an issue, but we play PF at the moment. I have been on a slow trend of being negative towards social skill rolls for a while before even 4e came out though.
Social mechanics cover a wide array of gaming styles and can be tailored fairly easily to a preferred style.
The different preferences for styles of social mechanics and resolution methods are mostly a taste issue and what will be best for individuals will vary.
Your preference for AD&D style direct roleplaying and DM ad hoc adjudication is a reasonable preference and easily accommodated in Pathfinder.
Use the social skills for their mechanical effects and ditch the social interaction aspects of them.
Bluff is good for feinting.
Sense motive is good for avoiding feints and sensing enchantments.
Intimidate is good for the in combat demoralize ability.
Diplomacy is good for gather information or can be dropped.
There you go.
If you take up pathfinder DMing these are easy to implement house rules. Just explain to the players ahead of time how you will handle social interactions and social mechanics and everybody can allocate their build resources like skill points as they deem appropriate for the game rules you will be using as DM.