Imaro
Legend
I'm afraid that, on this point, my argument is going to sound a bit circular, but try to follow me. The division between story elements and mechanical elements is generally the divide between concrete dice rolling and role play elements. That is modified by the game system, though, as not all games have the same mechanics, nor consider the same things to require mechanics. Certainly story elements can be worked into a mechanical process but those things must be made to fit within the existing mechanical framework, when found necessary. They don't require the creation of additional mechanics.
That's interesting... so where would diplomacy (which I would consider one of, if not the biggest role play elements in the game) fall?
I, quite frankly, shudder to think how the people who require a skill for everything would have done in my original 1e campaign. They never would have considered doing what the Paladin did, play the lute in front of the gathered nobility of Greyhawk in Keoland, because it wasn't codified to the Nth degree. Their game experience would have suffered, because they would have spent their time arguing that they needed to have a skills system added to the game.
I wonder how the same people, who claim that the power system of 4e was a great addition... especially for fighters, would have reacted to that campaign as well... Well at least those of us who wanted skills had Runequest.
Our life experience tends to colour how we see things should work, within the universe of the game. We hand-wave the experiences of others, as being unimportant to game play, but our own are so important that they MUST be used. Because I'm a musician or artist, there must be art and musi8c skills to codify how well you can perform. My own experience in science is, however, handwaved off with comments like, "It's magic."
Hmm, I don't think anyones arguing from a hard simulationism of the act of playing music though. They're just saying they want a mechanical ability that states they are a good musician...
Just play the game. If the mechanics don't work as intended or stated, that's one thing; fix it. If something isn't written into the mechanics, just go with it. There will be a way to handle it.
Or even play a different game that does things in a style more conducive to your desires. Though it is still interesting fodder for discussion.

I'm afraid that you're missing my point. You can't use intimidate to make a rote joke funny, but you can use it in crafting a new joke, to help make it funny, and by helping to create the narrative. How good is a Farmer's Daughter joke, without a scary farmer? Bluff can likewise be used in its creation but it can also be used in the telling, as a measure of comic timing.
Check some of the skill challenges, in published modules. There's a reason why you can't spam one skill, all the way through them![]()
I don't think you understood my point... I would have the PC make aid another rolls to enhance his Perform skill... In the end though your examples all seem to skirt around the actual performance of telling the joke.
I have checked out some skill challenges and I also think you're wrong... I have seen skill challenges where there is no maximum number of uses set for a particular skill... in The Slaying Stone, check out the "Keep Hidden" skill challenge in that module, it is totally possible to spam the same skill over and over.