Originally Posted by
NichG
I tend to build systems where rolls are not used to evaluate success or failure, but rather are used to obtain information that can be used to determine how to change the argument in the direction of one that would be successful. E.g. the duke can never be persuaded of something that taken as a whole just sounds like a bad deal for him. But if you succeed in a roll, you get to know what you'd have to offer in order to get what you're asking him to do. And if you succeed on a higher DC, you get to know the exact minimum you'd have to offer.