To be honest, I feel our combative system is extremely weak in terms of roleplay immersion, so I attribute "roleplay effects" to -generally- exist outside of combative situations
I think it's fair to suggest that delineating roleplay-only as "weak" is definitely an reflection of the participant culture (on both sides of the fence), and that may very well be driven heavily by how the rules themselves are written. How would you suggest that the game be reworked to encourage roleplay over mechanic such that "roleplay-only" was a phrase that brought about anticipation/trepidation more than "He swings for Massive"?This seems like a combat game with role-playing, not a role-playing game with combat.