One of the things I've wondered about is the relative lack of significance to the social skills and stats - PRE, Persuasion, etc. While the rules lovingly detail all the different calibers and modifications possible for firearms, complete with wonderfully granular in-game effects, there's little more than handwaving for repartee and other social interaction. Presence Attacks are such a blunt intrument, and left open to interpretaion, they seem a pretty clumsy mechanic compared to the combat rules.
Other systems attempt to deal with more detailed, specific effects around social interaction, with varying success. In d20, persuasive skills can affect the attitude rating of NPCs, with fairly specific target numbers and at least general meanings for the various attitudes (e.g., to move the target from Neutral to Friendly, you need to roll a 20, or whatever, with a list of modifiers). There are specific combat maneuvers (feint, for example) which call on a character's social skills and have actual combat effects laid out in the rules. In 7th Sea (the original d10 version!), there is a minor susbsystem for repartee - taunting, intimidating, etc. - which uses various character skills, has specific rules, and specific combat effects. I'm not claiming these examples are the best out there, or that they even necessarily work all that well (they're just the ones that come to me off the top of my head), but they do exist and they are more or less viable options for characters, providing some options beyond "I bash 'im again." Hero has almost nothing of this kind, despite a very nice list of interpersonal skills and detailed stats.
Yet the potency of repartee and social interaction is a significant part of heroic literature and film, especially in more 'heroic' genres (pulp, fantasy, and the like). Shouldn't there be something more to this in Hero than the Presence Attack, something more than the universally-invoked 'GM fiat'?
I don't yet have any suggestions on just how this would work. I do know that the new Star Wars Saga rules have a number of special abilities that use charisma-type abilities to boost allies and impede enemies, with potentially serious combat effects. I for one would like to see some rules for those characters who rely on wits and panache to supplement their combat skills, or even replace them! Yes, you can build Powers in Hero to do some things, but it seems a clumsy way to resolve things. After all, with normal weapons and a few points of skills, you can access a wide variety of combat options and maneuvers - but with a similar number of points in Persuasion, Sleight of Hand, and the like, there's nothing interesting you can do unless the GM is in a good mood?
I submit that Hero should offer some good, solid rules on using these skills and stats in action: INT, PRE, EGO, intellectual and social skills. The basic pieces are already there in the system; surely there's some way to make it work.
So, I throw this out for discussion: is it something that other folks are interested in, would it be a useful addition to the rules, or is everyone perfectly satisified with relying on GM whim?





) - there's no way I'm looking for a way to replace roleplaying with mechanics; Tonio strikes at this idea perfectly: with all the detailed combat maneuver options open to anyone (even those without a single WF to their name!), why is it that social and intellectual interaction is reduced to a handful of skills and handwaving? (To my mind, leaving such things to "pure roleplaying" is mostly an excuse for rules laziness; much the same as it would be laziness to reduce movement to "pure roleplaying.") What I'm thinking of is a way for charcters who aren't combat monsters to use their skills, which cost points just like CSLs, to have some kind of realistic option when the fan is biochemically enhanced. A way to have Errol Flynn's Robin Hood and Captain Blood to be something besides just another dude with a few CSLs in MA:Fencing and a high DEX. A way to make repartee, analysis, and deception (among other things) a useful, consistent and balanced subsystem. Ideally, there would be a way to have a verbal duel of wits which could deliver a clear victor, and result in in-game mechanics to reflect the result. 
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