mcneils5 says:
For rolls like that I'd say your best bet moving forwards would be to just hide the roll completely or leave the onus on the players to make a check if they think they are lying but even that can telegraph things if the 'bad' side of dice pool is too high[/ooc]
Yeah, that's what I have been doing. If you suspect someone's lying, you can roll Vigilance versus their Deception skill. But, as you note, even then, it signals the players that the NPC is at least a good bullshitter, if not outright duplicitous, by way of their high Deception pool.
The other wrinkle in this is that the player-facing option—if you think they're lying, you roll Vigilance—eliminates the NPCs' ability to do "damage" in social combat with Deception.
So I'm not sure how best to handle a Deception-focused NPC in a social "combat" encounter. I need to review the rules on those (and the suggestions in the
Expanded Player's Guide). But as I see it, the rules seem to imply a system where one PC or NPC makes a social check targeting one other PC or NPC, doing strain damage on a success. But what if an NPC is lying to/coercing/charming/commanding an entire group of PCs or vice-versa? Do
all of the targets take the strain damage? Do you designate a "leader" for each group, and when they surpass strain threshold, their side loses? Like I said, I need to reread those rules and make sure I'm not missing something. But I'm wondering if it might make sense to treat social combats as united fronts, with the PCs and NPCs targeting a pool of the other side's strain rather than each individual character.