Of course this is different. One involves allowing the playable character more freedom; the other is just about how speech checks are/can be handled in Fallout 3. I do not see how one can possibly argue this. So what if it is the same argument? I am using it in a completely different context, and the argument itself is being focused around reloading the last save file, and repeating the process until you pass the necessary speech check needed for a slightly different outcome and reaction from said NPC.
I'm sorry, let me rephrase that.
Immortal companions. That's the argument Bethesda used to justify immortal companions.
How does having your dog die, because it ran up to a Super Mutant and killed itself, allow more freedom? It's a situation that leads to exactly what you just said the speech checks lead to, no? Instantly reloading until the dog lives? How about putting it into the context of New Vegas, where it's not just a slightly different response, but rather, can lead to an entirely different outcome in dialogue?
You know, not everybody is perfect at everything, all the time. If that were the case, then having 10 Perception, and high Guns skills, should equal instant hits every time, no? How about we take it a step further, and put it into the context of the NPC's Speech skill/Perception, which we are playing against when we try to pass a Speech check. Wouldn't it make perfect sense that the NPC may also just pick up on our bullshit, if we are trying to lie to him? Regardless of how well we say it?
It's random, yes, but in New Vegas, I feel it would be a welcome addition, adding that extra bit of flavor to trying to smooth talk your way past somebody, or convincing somebody to join you. Especially since New Vegas's dialogue is far superior to FO3's.