[QUOTE=Xandax]Because things dosen't come up in a dialogtree in the scripted singleplayer game dosen't mean it can't be roleplayed.
Roleplaying is staying in character and acting as such, so if you for instance build a high dex finess warrior type, parry would indeed be a good skill from roleplaying aspect. From the powergaming-min/maxer view parry isn't good, but from other aspects it has validation.
Roleplaying isn't in my view simply doing the quests in the game and talking via the dialog tree.
If you look beyond the simple mechanics and limited implementation you can roleplay most everything - granted it is a lot more fun and easy in multiplayer games, and it takes some selfdiscipline.[/QUOTE]
Generally, I agree with you. However, one is stuck with the limitations of the format (computer style gaming), the limitations of the scripting (what you can do within the game) and the limitations of the scenario (what the module offers in the way of roleplaying).
I don't want to get into a major discussion here about my thoughts on PC gaming in general, I just want to point out that even if you are roleplaying your PC in NWN, putting points in Parry is a waste because game engine problems stop the skill from performing as it should. In a PnP game, this would not be a problem. In a CRGP, this is a problem, as it imposes a limitation on how you play the game.
When I am playing one of these styles of game, I will (if I am enjoying the game) build a backstory for my PC, have internal monologues and yes, generally, roleplay. However, being an avid PnP player and GM, I tend to get my roleplaying fix outside the computer, and as such a lot of time just power-game whilst playing a CRPG.
I would have loved Parry to work properly. I'd love it even more if there were NPC dialogue or even a minor quest related to the skill. However I'm not going to use it when it is broken.
Cheers,
TGHO