Well since every action solved by the engine implies a random chance of success, I find funny to use narrative RP actions. But the narative solving / dice solving is an old and long debate among roleplayers...
So what do you do if someone you don't know do something not supported by the engine? You say 'nah, i don't want to play with you' and turn away?
that happened to me just the other day, was hunting down someone in the sewers, and when i finally confronted them, the character said, "No I don't want to do this today." and vanished (read, logged off). I wasn't necessarily planning on using game mechanics to attack him, which is what I suspect he expected. An RPd confrontation would have been more balanced in his favor.
I know I'm not the only one here interested in building and taking part in narrative, who gives every action their characters make a reason, and tries to make the experience of the other players as entertaining as possible.
"CharA hits CharB on foot for 22.78 damage"
is just not as entertaining as
"CharA spots CharB across the plaza. His hatred for the despicable con boils up inside, but years of training and self control help to keep his outer appearances calm. He knocks an arrow in his bow, takes steady aim and lets one fly.
CharB walks through the plaza without much care, watching the birds take rest on Laanx's statue. A shrill whistling through the air catches his attention and he turns his head just in time to see the arrow sailing at him. He tries to jump out of the way, but miscalculates and the arrow strikes through boot and foot. He falls hard to the pavement, rendered unable to walk."
which one tells the better story? but if CharA is really only lvl 5 ranged, he shouldn't have been able to make that shot and CharB would have happily walked away. It's about balancing the two sides. Why even have training and levels if they are disregarded in RP (REMEMBER FOLKS RP IS SUPPOSED TO BE THE FOCUS OF THIS GAME)? this is was just a suggestion to incorporate skill levels so that players know how to determine if characters are successful or not in their actions. Determining your own success is Godmodding, on this I think we can all agree, so you let the other players be the judge. Stating your skill and stat levels helps them make a more sound judgement.
In my own personal style of RP, good storytelling is always the biggest factor in making such judgements. I realize mostly everyone has their own style and preferences, and RP is easiest when its done with players who share your preferences, but then you get stuck RPing within the same circles, and this can be a big turn off for new players. If we had a kind of agreed upon Universal Form of RP, it would remove much of the barrier between older and newer players, between the RPers and PLers, dwarves and elves living together in harmony.... now who doesn't want that?