Actually, no it does not have to push it to a hack and slash. This is old thinking. What we need are commands that enhance RP.
Let us say that Duraza attempts to hypnotize a character. This process must be fair. The only fair way to do it is by rolling against stats. This is simplistic on purpose, it could be a very complex system of rules. But as an example...
So, both characters roll against their charisma. If they both make the roll, then stalemate for one round and both players lose some "energy". If Duraza makes his roll and the other character does not, then the other character is hypnotized. If the other player makes his roll, and Duraza does not, then the character laughs and walks away.
When people always bring up "powerleveler", "hack n' slash" and a bunch of other useless terms, we fall back into old patterns of thinking. Just because basic game mechanics have been done and redone a thousand times, does not mean that there is nothing to invent. We need NEW game mechanics in PS. I humbly suggest that we put our energy towards identifying new systems of game mechanics that enhance RP, rather than spending our time worrying old bones that the dog buried years ago.
I rather like how Duraza mentioned "using words that are charming", it is possible that certain phrases or words could enhance these sorts of commands. These things, such as rules and commands that allow rolling against stats and other values, would not be hard to implement even at this time. Parsing a particular type of style from dialect and form would have to be later, but I could see that working as well. Much in the same way that you have to say specific things to NPCs to complete quests. How about spells where you must speak the verbal component of the spells?
While I understand Duraza's point about the guy with high charisma getting the answers because he leveled, I cannot resolve it. Should everyone just get the answers because they are there? What system of judging progression and experience should be in place? Are you saying that we should not judge it at all, so people just get to be whatever just because? That rather goes against the paradigm of the quest system that is already in place. I do sometimes think that a lot of people are going to be disappointed by this game when the game mechanics are more developed.