2 hours ago, SavageBob said:These examples are no different from someone trying to play a Drall Heavy or an Anx Thief; you're always within your rights as a GM to say "That concept is silly, so I'd like you to find something else."
As for the examples of Trandoshans and Wookiees, children and Ranats, etc., you're also always within your rights to say it's am impossible task and will require a Destiny Point to even try. Then flip a DP and add a Challenge die to the pool.
At the end of the day, though, I get the impression you and your table may not be right for this system. If you can't allow that some players may want to play face character without being eloquent orators in real life, you might want to consider a system that doesn't allow you to take ranks in socials skills and other abilities.
Whoa Bob, hang on now I didn't say that, and honestly nobody at my table is anywhere near a great orator. I'm asking a question about how far can this go and what can this system do in this area. I will admit that this system does work against me in this area, but I love the game and I don't want to just ditch it because I have some needs that aren't completely in alignment with the RAW.
Occasionally it might be good to ditch the Dice Rolls in favor of a great idea for how to convince someone of something. I don't mean to take the system and chuck it out the window, but I do think that always just letting it go to the dice isn't something I like either. The Talents do have some flavor text so the effect of something like Scathing Tirade, Commanding Presence, Kill with Kindness has at least one form the description can take and the GM can take into account how the Talent might be an actual Talent as we would recognize perhaps in someone who is talking.
Also the Social Dice Check Shortcuts are taking a beating here but I would actually apply this to all checks that could possibly be narrated (not every time though). Athletics, Computers, Mechanics, Perception, Discipline. All of those seem like good candidates for the occasional narrative treatment based on the description. Pass/Fail +/- Super Good, Good/Bad, Super Bad are results you or your players can narrate themselves if they want. I love having the dice generate them but sometimes taking a break from that may allow the game to push a really fast pace, or may take on a personal up close aspect as the camera pushes in on a description of a heavy moment.