@deadculture Rolls don't replace the actual role playing; however, as I keep pointing out, rolls do, in fact, reflect the efficacy of the role you are playing.
@Tempest At some point, I will grow tired of the cyclical argument, be the pedant you all know I am, and will make a point of posing shitty techniques for things and somehow succeeding in an actual game. Limp-wristed backhand attack! Holing a gun upside down and pulling the trigger with the ring finger! Performing neurosurgery with a plastic spork and a Harlequin-style rubber mallet. Starbucks Barista who will literally piss in your cup (unseen), get a GREAT craft roll, and lie perfectly about how the secret ingredient is soy milk, because fuck social rolls, amIright?
I also shouldn't have to remind folks that being a fun RP partner and arbitrating social stuff with dice are not mutually exclusive. If you don't want to have this sort of thing affect you, there are games for that. Exalted with perfect mental defenses is a great example. But it also has a robust social combat system, so if you still worry about your social-fu, get your defenses in place instead of being able to suplex the moon into that city-sized zombie mech.
@Ominous That's how the Vampire Social Combat from the Danse Macabre is supposed to work on Fallcoast. Dunno how much it sees in practice, but it is a social system that literally functions like the physical combat, with Nerve (Social 'health), Guile (Social 'defense), and Dominance (Social 'initiative'), and it's very own merits to make you better at things and new discipline interactions and everything.