| smorring |
As I began reading these posts I initially agreed with the idea of letting everything be role played rather than controlled by the dice, but I've begun to change my thinking. Thanks, to all who've contributed to this discussion.
My (very slight) experiences with another role-playing system might shed some light on this discussion. As you create a character in the GURPS system you can gain greater abilities by accepting certain defined "weaknesses". A few examples of weaknesses are alcoholism, arachnophobia, strict code of honor, and racial or other intolerances. You as the role player are expected to play these weaknesses to the hilt. In fact, your XP is related more to playing your role than by combat victories.
I bring this up to show that dice rolls don't necessarily compete with role-playing -- it may actually make it more enjoyable and challenging as the Player has to take on Character different from his own.
Regardless of how you let the PCs exercise Diplomacy, etc., I think there are times when you can't just roll a dice for an NPC and tell a Player that he must "act" like his character believes something that the Player himself doesn't. I don't think this would be much fun for anyone. So, the DM could use NPC Charisma-based rolls to determine how well and what impression he attempts to present to the Players.