Do you have a suggestion, then? I agree with you in principle, but I'm not sure what else to do.
Sure I do. Thought it was implied in my post, though.
I'll elaborate.
Say you have a concept of resource depletion. For instance, a video game in which your avatar has a little bar that goes down or icons that vanish when they are injured by an enemy.
When mixed with the context of "winning a social interaction", imagine that bar or health amount as the resistance an "other" puts up towards having their attitude changed.
This amount could vary by number, language, and environment of the Other, but essentially it's a resource you need to knock down to zero before you get shit done.
Now, how will you go about this? Social environments are abstract to the max.
You can't 'jump on heads' to defeat enemies, but you might be able to 'outflank' or 'stealth' your way around. Perception and Stealth, Power and Armor, different opposed values of Attack/Defense could work in a diverse setup of opposed rolls.
Rather than swords and horses the PC will be using verbal assaults. Some must be trained, some come natural.
Social attacks reduce social resistance to nothing, after which they may influence the Other temporarily and only in that context (say, change a market deal, or end a fight)
The exact number of successes for PC to win over the Other would be determined by difficulty of the situation, but IMO should be no less than 3.
More Others, greater respect on their part (and less of the PC's), and prejudice could all drive up the number of successes required to near-impossible amounts.
Social interactions would, ultimately, need to be understood by both sides before taking effect, requiring a common language between PC and Other rather than rely on physical circumstances such as distance, position, or blocked passages.
Offense vs. Defense would need to be all about Pass/Fail with multiple successes needed, almost as if each social encounter were its own little quest.
You'd have to decide the power of words over actions and , but in summation I find the 1-hit K.O. setup to be very bland and one-sided (in favor of twinked out skill monkeys, etc)