Physical combat and its accepted model works fine because it has one end state: defeated (yield, unconscious, dead, etc). That result is typically dull to RP.
Social interaction should not be modeled after physical combat, because simplistic to say that all forms of social success "defeated" anyone. Social interactions have many possible outcomes, many of which all parties will actively go along with, very few of which are "complete domination of will and purpose".
MU* RP is more socially oriented than (almost all) tabletop for many reasons. Moreso than deadly danger, it should offer interesting choices, and make for an interesting story.
If it's not interesting, then you've wasted everyone's time.
I really, really like details and will design systems to show off where people are strong and weak, and that emphasizes all stakes so behaviors make sense, but no one online needs that much info. They need to know it was engaging and gave them something to make decisions about, pull up details from their character, and be a little inspired or surprised by. Everything else, people will walk away and stay away from.
(See endless combat, endless posturing or attacks from combat monster PCs, endless shiny special, endless trauma, endless drama, players will walk away when they see no engagement or fun for themselves.)