iwatt said:
Exactly. Persuading is persuading is persuading. Everybody does it a different way. Lookign at the Use the Force skill, i could see some sub-categories like intimidate, barter, befirend, etc..
Wookies have the ability to reroll persuasion checks when used to intimdate. They won't be able to reroll checks when trying to barter or to befreind others.
Persuading is persuading is persuading...except when it isn't.
So, wookies have the ability to reroll Persuasion checks when used to intimidate, but not when using Persuasion checks in other ways. So what's the net effect here?
It's this: the wookie can choose to stink at Persuasion and optimistically reroll his Persuasion checks when going "RAAARGGH", or he can put some resources into being genuinely scary, which will de facto make him an effective negotiator, charmer, and all-around diplomat.
I'm certainly happy to see some skills merged, but in other cases I'd rather see the skills remain separate and have their utility expanded.
Plane Sailing said:
Personally I'd move sense motive into either deception or persuasion though (I'll decide when I see the full details)
The problem there is that Deception and Persuasion are Cha-based, whereas Sense Motive is Wis-based, and those are both very logical extesnsions that are tough to abandon either way. So, do you then allow skills to use different abiity modifiers for different purposes? I'm OK with that, but it goes against the priniciple of streamlining skills, and that certainly seems to be a major goal of Saga.
Personally, I'd put Sense Motive in my aforementioned category of expanded utility, especially in Star Wars where gut instinct has a great value (even with non-force-sensitive characters like Han and Lando). Roll Sense Motive into a new skill, called "Intuition" or what have you, and expand its ability to read people and situations.