I'd rather have it as a skill in the sign tree that you can invest in early on in the tree (since I don't want it to be locked out for my sword builds) and non-percentage based: if a dialog requires you to have level 2 persuasion then it should always work for values of 2 and above of said skill.
My characters usually have high speech/mental influence skills in RPGs because I like having that extra dialog/quest branch at my disposal.
My characters usually have high speech/mental influence skills in RPGs because I like having that extra dialog/quest branch at my disposal.


