The big difference is whether the DM is running his game like a board game or like a roleplaying game. If you're going to let your players play the game like a board game and say, I have this cool feat, I want to Diplomat the guy or I want to Persuasion check the guy and you go sure, roll you check. Success! Yay! He's charmed by you, let's roll initiative. That's like playing Magic the Gathering or Warhammer.
This is a roleplaying game where the designers in print tell you that the system is here to support your stories and empower you, the DM. The feat is called "Diplomat", the skill description says you're a master of diplomacy, the effects of the ability grants the Charmed condition from you talking to them...diplomatically? Persuasively? There a whole pillar of the game revolving social interactions and personality traits, ideals, bonds, flaws, etc. that come into play when you run these social scenarios. If you've come in without any effort of thinking about what you're going to say diplomatically to the king, no effort in perhaps offering something of value to pique his interest, nothing at all the convince him of why his guards shouldn't play piñata with you, then how can there be any chance of success? Why would I grant a skill check?
Why would the king sit for a minute listening to some blathering and not execute you on the spot for wasting his time?
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