My personal opinion on mini-games is that they should be implemented so they can't effect your effectiveness too much.
I don't generally like the Persuasion or Lockpicking mini-games for 2 reasons. If you get particularly good (or are particularly bad) at a mini-game, it will entirely effect how well you can play and therefore has nothing to do with your character's skill and only your own skill. Therefore making it more limited as to ways you can make your characters. You can't have a character that's better than you at doing something because
you are holding them back.
The lockpicking mini-game also felt like that was the only "Real" way to do it and "Auto-Attempt" just seemed like a "cheater's way out".
Persuasion, imho, should be represented by dialogue options and not by any form of a mini-game. The Persuasion mini-game had nothing to do with "people-skills" and had more to do with your ability to process a mathematical problem with different levels of possible loss or gain. Bribing makes sense... except sometimes it really doesn't.
- You want to get into a castle? Bribe a guard. (Okay, makes sense)
- You want to get into a secret society of dangerous people? Give them money and prove yourself in no other way. (starting to make less sense)
- You want somebody to admit to you they just killed somebody? Give them money. (lolwut?)
So basically, for speech-craft you could learn new "tricks" by leveling up the skill to use in dialogue situations. (Just an example)
- Intimidate
- Threaten to Kill
- Threaten to Beat Up
- Threaten to Slander
- Joke
- Regular
- Slapstick
- Controversial
- Admire
- Admire Appearance
- Admire Personality
- Flirt
- Boast
- Praise Achievements
- Praise Personality
- Praise Attribute(s)
You want to convince the leader of a faction to let you lead a group in battle? Boast about your Achievements.
You want to convince an arrogant noble to let you come to a party that your assassination target is going to? Praise their Appearance.
You want to cheer up somebody who's sad about their bad luck? Tell them a normal Joke.
You want to make a person tell you what you want to know without them running to the guards for help? Threaten to Beat Them Up.
A person with a low personality skill would have less choices, and a person with a high one would have more.
As for things like Alchemy & Spellmaking, I'm fine with those because they don't depend on you being good at the game, just your character being good at them.
It really wrecks roleplaying in general when you're a master at lockpicking, and your character's supposed to be complete garbage at anything stealthy. But then you get up to that locked door, and it's glittering and calling your name. So you walk up to it, even though your character's skill is 10 you happen to have a few extra lockpicks on you... Sure, it's a very-hard lock, but you're a very determined little sleuth. So you break in, sometimes without thinking, because you're good even though your character isn't supposed to be. And sometimes, you really don't even know how to pretend to be bad. You think: "What kind of a moron can't do this?". And thus, character skill becomes null.
I don't believe in dice rolls, however. A middle-ground would be nice. Making a mini-game INSANELY hard at low levels, and easy as pie in harder ones would help tremendously.