"Knowledge" skills

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

It mentions in the core rulebook that you can use a Knowledge check to see how much you know about a particular culture/race in order to be more successful with interacting with them. Does this mean you can use a knowledge check instead of a "Charm" in some instances? Or would you roll a knowledge check before a charm check to see if you get a boost or setback? How would you handle the dice mechanic for all this?

Thnx!

Option two for me. If you can knowledge your way into something useful when dealing with someone, then it can be used to add a boost die.

My friend was creating his Smuggler check and asked what the difference between Streetwise and Knowledge (Underworld) was. Both revolve around how the player handles the seedier aspects of life.

Examples of how these two skills differ?

Knowledge (Underworld) is academic knowledge, like reading a book about the Mob or looking up street gangs on Wikipedia. You'll be able to know certain facts, such as "Black Sun enforcers tend to wear the teeth of their enemies in a circlet on their heads" or "Bubba the Hutt deals in alien slaves to the Empire."

Streetwise is more practical knowledge. You might not know the details of a particular criminal organization, but you know where to go to buy space crack and you know when someone's trying to covertly tell you that he's got a good line on some smuggled military surplus.

Knowledge (Underworld) is academic knowledge, like reading a book about the Mob or looking up street gangs on Wikipedia. You'll be able to know certain facts, such as "Black Sun enforcers tend to wear the teeth of their enemies in a circlet on their heads" or "Bubba the Hutt deals in alien slaves to the Empire."

Streetwise is more practical knowledge. You might not know the details of a particular criminal organization, but you know where to go to buy space crack and you know when someone's trying to covertly tell you that he's got a good line on some smuggled military surplus.

I love your examples, lol. Definitely going to mention space crack next game.

"Knowledge" skills, for most RPGs in general, are there for exposition purposes. It gives the PCs relevant information without actually resolving any problems they have. It just gives them intel on the situation rather than flying blind.

Should this translate mechanically? (i.e.: good roll on knowledge skill means a bonus to apply it.) Only if the player can parlay that knowledge into good roleplay -- but that's the same kind of circumstantial bonus you'd find in the GM'ing section of most games, "If the players come-up with a really good idea, give them a bonus."

For example, a knowledge roll might give you a good idea about what to bribe a particular person with, but if the player(s) came up with a good idea on their own, the effect would be the same. The Knowledge skill is just pulling relevant info from the GM -- it's like asking for a hint.

My friend was creating his Smuggler check and asked what the difference between Streetwise and Knowledge (Underworld) was. Both revolve around how the player handles the seedier aspects of life.

Examples of how these two skills differ?

The way I read it is the difference between knowing and doing. Knowledge (Underworld) gives you an understanding of who is who in crime. It's a skill an FBI analyst would have.

Streetwise is knowing how to actually interact with that element. You may have knowledge that someone is a local fence, but to get him to believe that you are a potential customer and are on the level (not a cop) is Streetwise. It's a skill an undercover agent would have (as opposed to said analyst).

I also get the sense that the Knowledge skill is higher level info than Streetwise.

My friend was creating his Smuggler check and asked what the difference between Streetwise and Knowledge (Underworld) was. Both revolve around how the player handles the seedier aspects of life.

Examples of how these two skills differ?

The way I read it is the difference between knowing and doing. Knowledge (Underworld) gives you an understanding of who is who in crime. It's a skill an FBI analyst would have.

Streetwise is knowing how to actually interact with that element. You may have knowledge that someone is a local fence, but to get him to believe that you are a potential customer and are on the level (not a cop) is Streetwise. It's a skill an undercover agent would have (as opposed to said analyst).

I also get the sense that the Knowledge skill is higher level info than Streetwise.

perfect comparison, thank you.

I have been allowing Xenology checks on creatures they encounter (only if requested) to see what they know about the creature. For each success above 1 ( 1 gives them basic info, like planet origin, rarity, intelligent etc) i allow them to ask one specific question in regards to their skills, talents, claw damage or characteristic score. A triumph allows them to recognize a weakness and receive a boost die the entire combat.

Edited by Kager