Question is quite straight foward.
What skill to use to determine if the character is honest or not? All i see in rules is when you are targeted by social checks on EotE pg.113.
Question is quite straight foward.
What skill to use to determine if the character is honest or not? All i see in rules is when you are targeted by social checks on EotE pg.113.
I'd say it depends on the nature and subject of the lie. By default (as the chart basically says) Discipline is reading people. But I could easily see Negotiation or Knowledge being used. Maybe even Streetwise depending on the circumstances.
4 minutes ago, Jedi Ronin said:I'd say it depends on the nature and subject of the lie. By default (as the chart basically says) Discipline is reading people. But I could easily see Negotiation or Knowledge being used. Maybe even Streetwise depending on the circumstances.
As i read thrue the skill description i tought closest that came was Discipline, but i like your input that depending on situation other skills might be used aswell. Thanks for that.
5 minutes ago, Embery said:Question is quite straight foward.
What skill to use to determine if the character is honest or not? All i see in rules is when you are targeted by social checks on EotE pg.113.
Generally, I'd say that when a PC asks to test and see if an NPC is being honest, you have the NPC as the acting party and they roll a Deception check against the PC, whether they're telling the truth or not. Then, if they fail, you tell the PCs that the NPC isn't telling the truth, and if they succeed, you tell the PC that the NPC is telling the truth.
There's a good discussion of this topic here:
1 minute ago, P-47 Thunderbolt said:Generally, I'd say that when a PC asks to test and see if an NPC is being honest, you have the NPC as the acting party and they roll a Deception check against the PC, whether they're telling the truth or not. Then, if they fail, you tell the PCs that the NPC isn't telling the truth, and if they succeed, you tell the PC that the NPC is telling the truth.
There's a good discussion of this topic here:
Funny thing, i just read this thing, like a minute ago, while waiting for people wisdom.
But thanks anyway, it is helpfull disscution,
For whatever it's worth, Genesys opted to go with Vigilance as the skill to resist Deception.
Which I can fully see, and was something I've done in my own games to cut down a bit on Discipline being too much of a catch-all skill (strain recovery, resist fear, resist Coercion, attack with Force powers, default to resist Force powers) as opposed to Vigilance which generally tends to only see use when its time to roll initiative.
I would go with Vigilance vs Deception. I'd call for Cool or Discipline vs the other social skills, depending on the situation, though I would lean towards Cool vs Charm/Coercion, and Discipline vs Negotiation.
I see the Vigilance skill being used when the PC is making the roll using his Deception against them. PC rolls Deception vs. target's Vigilance. But, I could see a different skill being used if the active roller (PC) is actively interviewing someone trying to determine if they are lying. To me it's similar to being ambushed or ready for a fight using Cool vs Vigilance for initiative.
So, PCs Cool (Discipline?) vs an NPCs Deception if the player is actively trying to determine if a person is lying?
For me it depends on the purpose. Deception is not just a lie. It's a diversion, manipulation also. If you want to tell if the other is lieing or not Vigilance or Perception. If you want to resist the manipulation use Discipline (or Cool).
16 hours ago, whafrog said:I would go with Vigilance vs Deception. I'd call for Cool or Discipline vs the other social skills, depending on the situation, though I would lean towards Cool vs Charm/Coercion, and Discipline vs Negotiation.
Yeah, this begs the question of how is the PC attempting to discover a deception?
If they are trying to charm the answer out with booze/drugs or coerce with blackmail/violence, it's not a straight deception to vigilance check. That's Charm v Cool, or Coerce v Discipline.
Try to make the roll about what the action is, not the intent. It puts the dice roll in the players hand, and allows for some fun uses of setback/boost dice or destiny point use.