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MGT Only: Which skill?

I'm trying to understand the skill system, which seems to be a bit less than robust.

Which skill/ability combination would I use to determine whether he person I'm questioning is telling the truth?
 
I'm trying to understand the skill system, which seems to be a bit less than robust.

Which skill/ability combination would I use to determine whether he person I'm questioning is telling the truth?

Checking the online SRD because I don't want to walk downstairs and grab my rulebook....

I tend to treat it as one of three possibilities - all are based off of Intelligence.

Deception is the most obvious ("Takes one to know one"), but I'd also allow someone with Investigate to have a chance as well (so that the straight arrow Law & Order types still have the ability to spot a lie). The third option that I think is reasonable would be Social Sciences/Psychology - but I'd probably give a penalty of some sort because the skill is pretty broad. I'd also merely say that "they seem stressed/evasive/whatever" as opposed to a more straightforward answer I'd give with the other two skills.

The strength of skill systems like MGT is that there are often several paths to the same end, the different combinations may give slightly different flavor answers and will almost certainly impact the roleplaying of the results, but this isn't a design flaw it actually a bit of a correction to the overly specific skills of CT while retaining a rather Old School flavor by making the player think a bit!

D.
 
My take is that no skill is used for it, just an int task, with difficulty based on the success on deception by part of the interrogated.

Some bonus might be given for former experience as Agent or Intelligence opperative (e.g. Naval Intelligence), or some skills (bonus for having them, not per level) such as leadership, carousing, gambling, etc., depending on the situation.

Telepathic Probe.

:)

Of course that would help, but why to interrogate him then?
 
I'm trying to understand the skill system, which seems to be a bit less than robust.

More judgement calls are required because the system is actually broader than most skill systems. The skills are not tied to specific characteristics, allowing them to be applied in cases that the (often quite short) descriptions in the book don't address. Most editions of Traveller have done this, allowing it to function with a shorter skill list.
 
Unless one is in a technologically backwards society, perhaps the use of lie detector equipment and sensors skill.
perhaps after the use of the medic skill and administering truth drug


Be careful. This is an instance where players knowing the results of rolls can effect things.

Know you rolled low, then the player, not the character, realizes they need to press on with the interrogation to get accurate results vs The GM having the character think the suspect is telling the truth or perhaps having the character think the suspect is lying when they really did tell the truth.
 
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