Not at all.
While it describes a kind of performance, it is most definitely NOT a musical one. You (and any other musicians in the ensemble) either can or cannot play the music they are trying to play. To paraphrase Yoda, there is no bluff, only play or play not.
And that is a fundamentally boring question. It's a binary question. Can they play or can they not play. Yes or no. Pass/Fail. Simply rolling a perform check
sucks. What matters is what you perform, how you perform, and how you got into the mess where you needed to. A "roll one dice" resolution simply isn't interesting from a game point of view.
As for bluff, take acting. You think that the ability to make someone believe something implausible isn't the core of acting? You think making them
I don't know what musicians YOU'VE been listening to, but nobody I can think of has ever been threatened into enjoying a show.
If you think that comics don't make use of the intimidate skill while on stage, you've been listening to a lot milder comedy than I have. If you think that making the villain truly scary in a play isn't intimidating, why not?
That's a design issue, easily addressed by systems that draw combat/adventuring and non-combat skills from separate pools, or simply letting players choose how focused they want to be. Even in 3.X, where skills were drawn from the same pool, you could only spend a certain amount of points improving a given skill per level, so if you had "extra" you were forced to look elsewhere (though you could go cross-class instead of non-combat).
The trouble with 3.X this way was that there were 36 skills or skill categories (not separating perform skills, knowledge skills, craft skills, etc.) And even rogues only ever learened a fraction of those skills. Which meant it determined what you
couldn't do at least as much as what you could.
Simply excising non-combat skills is, IMHO, suboptimal design at best.
It's IMO better design than doing them
badly - as 3.X does. (2e does them
terribly with NWPs). And to do them
well would take huge changes to the game - something like full scale social combat rules a la Spirit of the Century or Dogs in the Vineyard.
Add to that list the story of the comedian who had to tell a joke to a mobster to save his life
...
So he had 24 hours to make this man laugh or be shot.
That's one on
my list, not one on yours. Making someone laugh is not a straight matter of technique and performance. What does this person find funny is the core question for a single person. It's not a simple perform check. At least not unless you want the whole thing to be tedious.
Add to that list the 1980s movie Crossroads
Crossroads scenarios are common in myth. They all have something in common. The challenge at the crossroads is what the challenged person is
best at. If the person is primarily a musician they get challenged as such. If they are an adventurer they will be challenged to that.
Add to that list Scheherazade, who had to tell the King stories in order to save her life...
Again, Scheherezade was not an adventurer. If she'd been a rogue, either the king would have wound up dead or she'd have simply escaped. But she wasn't. She used the only skills she had - a huge knowledge of history and the ability to tell stories.
And I
really do not think that rolling 1000 perform checks (one for every night) is anything other than a joke if you're trying to do the story of Scheherezade.
She is also not able to take any PC class - all are too combat focussed. In 3e terms she's either an expert or a commoner. (Fortunately 4e allows seeming non-combatants as lazy warlords, implement-bards or even at times feylocks).
The list DOES go on. Its a pretty common trope.
But apparently you miss one important part of the trope. It is the
primary area of specialisation that is always challenged. Knights get challenged to a joust. Tricksters to riddles. Musicians to music. And adventurers? Either by a party of adventurers or to a dungeon.
Until this game stops being called Dungeons and Dragons and becomes Choirs and Chamber Orchestras, the expected challenge at a crossroads is
not going to be a musical showdown. And a musical showdown will not fit the myth until we get characters who get their experience from music.
Further, this sort of challenge is almost always solo. Your desire to have your musician challenged at the crossroads is a desire to have the non-musical 80% of the party sitting on their backsides, watching you take over the plot. It's a one on one story - further rendering it unsuitable for D&D.
As I said above, if you want to run that sort of duel, D&D (any edition) is fundamentally the wrong system to do it in. A hacked version of Dogs in the Vineyard would probably be great for just about any duel - but the ability to devolve the whole thing to a single die roll just makes things worse.
1) Being an adventurer and a musician (or otherwise artistic) are not mutually exclusive. In some traditions, being able to recite poetry, do calligraphy, sing or play an instrument are as essential to one's place in society as skill with bow, blade and buckler.
I'm sorry. Why is this relevant? Some of my characters are musicians and storytellers. Others aren't. But these are side-skills. Everyone has side-skills. And any attempt to write all of them down is going to lock people who don't have them written down out of their skills.
2) By eliminating the skills, you eliminate even the possibility of a well-rounded artist/adventurer (and all those potential storylines) in your campaign.
Complete and utter nonsense. By eliminating those skills, I am
allowing well rounded artist/adventurers. Even as fighters. 2+Int skill points is barely enough to allow a fighter to be an athlete. And if the skills are there and you don't have them,
you can't do it. Skills indicate what you can't do as much as you can. If you need flower arranging, tea ceremony, an instrument, and a knowledge of heraldry to be a well rounded member of society you can barely do it in 3.X.
Also you don't eliminate the possibility. Because what's important to the story isn't the sculpture, it's the what/how. Whether you succeed or not at building a sculpture isn't the important part. It's just a lump of rock.
If there is no skill, there is no skill challenge, just a kludge...a workaround.
But the abstract skill isn't important. It's a d20 roll. Fundamentally boring. It's the what and the how that matter. If I actually wanted to run a duel at the crossroads on a skill, I'd put away my D&D for a while - and break out Dogs in the Vineyard. It is perfect for duels of any kind in a way D&D never has been.
As for Iamaro's 'flags', I normally sort that out by
talking to the DM. Or
talking to my players.