This is flawed logic. You did spend this skill points and they did give you new options, as they should 'cause that's better game design than buying win buttons. You expanded your effective gameplay options through resource investment. What does reliable mean in this context? Reliable = 100% effective? That’s not a good way to design your game, do you imagine combat designed like this? Like, whole of it, not just parts (like in BG2’s case for example in which such reliable solutions were present)? Skill points are a resource and spending it on a skill which gives you rising percentage chance of success benefits you as a player ‘cause it enables you to do more, not guarantees to you that you’ll always succeed at doing it. Perhaps that’s just too much tabletop talkin’, but I consider this design, when implemented properly, as better than giving you win buttons. That cRPG players have their typical OCD and have to win in an optimate/best way, i.e. they typically reload failed conversation checks, is another subject.