Deception skill in combat

By Arlethsulwillaren, in Star Wars: Edge of the Empire RPG

18 minutes ago, devinebovine said:

What would people think about using Deception in place of a character's attack skill? I'm just musing here, so I haven't thought it all through. But what I'm imagining is a character with some kind of Melee weapon who attempts some kind of ridiculous flourish in order to distract and disorient their foe. Rather than attack with Brawn + Melee, maybe they attack with Brawn + Deception, but you don't add successes to the damage? I realize that this could make non-combat specializations become decidedly more "combaty", but it's something I think I'll mull over for a while.

That really falls under the realm of various talents.

13 hours ago, devinebovine said:

What would people think about using Deception in place of a character's attack skill? I'm just musing here, so I haven't thought it all through. But what I'm imagining is a character with some kind of Melee weapon who attempts some kind of ridiculous flourish in order to distract and disorient their foe. Rather than attack with Brawn + Melee, maybe they attack with Brawn + Deception, but you don't add successes to the damage? I realize that this could make non-combat specializations become decidedly more "combaty", but it's something I think I'll mull over for a while.

At the very minimum I would not allow the attack to actually do any damage if the Deception skill was used. Pile on some setback on the target to reflect that he THINKS he's going to be hit and frantically tries to defend, sure. Maybe even small amounts of strain (1 strain per 2 or 3 advantage, that sort of thing). But actually use another skill to attack? Absolutely not.

Ignore, double post.

Edited by Krieger22

I think the thing to keep in mind is that although you can and should be open to using other skills as combat rolls, even to cause damage, it could/will be problematic if you do it all the time. The goal should be to enhance individual scenes where using another Skill adds to the story, not to replace combat Skills with non-combat ones all the time. With my group I treat each time a Player wants to try something like using Deception as an Attack as a new instance and work out the details on the spot, it's worked pretty well so far.

Edited by FuriousGreg
15 hours ago, FuriousGreg said:

I think the thing to keep in mind is that although you can and should be open to using other skills as combat rolls, even to cause damage, it could/will be problematic if you do it all the time. The goal should be to enhance individual scenes where using another Skill adds to the story, not to replace combat Skills with non-combat ones all the time. With my group I treat each time a Player wants to try something like using Deception as an Attack as a new instance and work out the details on the spot, it's worked pretty well so far.

This is pretty much my take on it, someone quoted that Jay Little on an earlh show game pointed out that using multiple skills wasnt needed in the system. Example you want to pull off a "cowboy style maneuver" where you chase down a character while you are mounted then jump off to to try and capture the other character , this could involve survival /athletics / coordination and a brawl combat check, but this could be done with one check with advantage to dictate how the rest goes, or that a sniper taking a shot from stealth could be done with just a stealth roll and advantage dictating whether the shot hits.