Go Back   EN World D&D / RPG News > D&D 4th Edition Discussion > D&D 4th Edition Rules

D&D 4th Edition Rules Ask questions about 4th-Edition rules and the like in here. General discussion about 4E or any other game belongs in General RPG Discussion, above.

 
Share LinkBack Thread Tools Display Modes
Old 8th September 2008, 05:59 AM   #1 (permalink)
Registered User
 
DM Magic's Avatar
 
Join Date: Jan 2002
Location: Portland, Oregon
Posts: 1,487
DM Magic Goblin Sharpshooter (Lvl 2)
Intimidate: Better than sex?

Today's game brought up a oft-overlooked ability of Intimidate: the ability to cause a bloodied foe to surrender or to cow a target into taking some other action. Apparently, there is no limit to the amount of foes you can Intimidate in a round (within reason, of course) and the language of the ability leaves it open for characters to end many combat situations before they've begun with a high enough Intimidate score (again, I realize that completely out of control uses can be vetoed by the DM; I'm just discussing rules as written at this point).

Lastly, this seems better than some powers; for example, the 1st-level prayer, Cause Fear.

For posterity:

Quote:
Originally Posted by Player's Handbook
Intimidate: Standard action in combat or part of a skill challenge.
Opposed Check: Intimidate vs. Will. (Irrelevant information removed.) If you attempt to intimidate multiple enemies at once, make a separate Intimidate check against each enemy’s Will defense. Each target must be able to see and hear you.
Unless I'm reading this wrong, you can Intimidate multiple enemies at in one Standard action. In addition:

Quote:
Originally Posted by Player's Handbook
Success: You force a bloodied target to surrender, get a target to reveal secrets against its will, or cow a target into taking some other action.
In today's game, it was three kobold dragonshields. One of the kobold dragonshields was bloodied and the player rolled very high -- the target promptly dropped his weapon and shield and surrendered. No problem. However, the player proceeded to roll for the two remaining (non-bloodied) kobold dragonshields (based on the line, "...or cow a target into taking some other action").

So where's the line? How many enemies can one conceivably Intimidate in a Standard action? What's to stop a player from starting with this tactic to end most fights before they begin, given a high enough Intimidate score? Additionally, this seems better than many powers that cause enemies to do similar things (such as the clerical prayer, Cause Fear, which can only effect one target).

Again -- I realize the DM can put the line wherever he wants. I'm just looking at the rules as written and wondering what was the spirit of the rule that was intended.

What I ended up allowing was for the character to Intimidate two of the three kobold dragonshields (the battle was largely over by that point anyway, so it made sense in the narrative).

Discuss away!

DM Magic is offline   Reply With Quote
Old 8th September 2008, 06:09 AM   #2 (permalink)
Registered User
 
Join Date: Jun 2006
Posts: 73
Anguirus Goblin Sharpshooter (Lvl 2)
Did you overlook the fact that the RAW explicitly say that the DM can set any DC he wants for the check?

Quote:
Your Intimidate checks are made against a target's Will defense or a DC set by the DM.
It's a neat thing that you can do if the DM lets you. There is a reason however, why it is not a power, nor is it something you want to build a character around unless you work with the DM.
Anguirus is offline   Reply With Quote
Old 8th September 2008, 06:18 AM   #3 (permalink)
Registered User
 
DM Magic's Avatar
 
Join Date: Jan 2002
Location: Portland, Oregon
Posts: 1,487
DM Magic Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Anguirus View Post
Did you overlook the fact that the RAW explicitly say that the DM can set any DC he wants for the check?
I don't see anywhere in the Intimidate description where it says "...or a DC set by the DM. " (Though I realize I can set any DC to anything I want any time I want... I'm just focusing on the Intimidate description.)
DM Magic is offline   Reply With Quote
Old 8th September 2008, 06:58 AM   #4 (permalink)
Moderatarrrrh...
 
Hypersmurf's Avatar
 
Join Date: Jan 2002
Location: New Zealand
Posts: 25,583
Hypersmurf Orc Berserker (Lvl 4)
Quote:
Originally Posted by DM Magic View Post
I don't see anywhere in the Intimidate description where it says "...or a DC set by the DM. " (Though I realize I can set any DC to anything I want any time I want... I'm just focusing on the Intimidate description.)
Read it again...

-Hyp.
Hypersmurf is offline   Reply With Quote
Old 8th September 2008, 07:06 AM   #5 (permalink)
Pixel Pusher
 
frankthedm's Avatar
 
Join Date: Jan 2002
Posts: 11,178
frankthedm Orc Berserker (Lvl 4)
Ahem...
Quote:
Originally Posted by 4E PHB
Intimidate (Charisma)

Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion.

Intimidate can be used in combat encounters or as part of a skill challenge that requires a number of successes. Your Intimidate checks are made against a target’s Will defense or a DC set by the DM.

Last edited by frankthedm; 8th September 2008 at 07:29 AM..
frankthedm is offline   Reply With Quote
Old 8th September 2008, 07:23 AM   #6 (permalink)
Registered User
 
DM Magic's Avatar
 
Join Date: Jan 2002
Location: Portland, Oregon
Posts: 1,487
DM Magic Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Hypersmurf View Post
Read it again...
Ah! I was looking at the shaded text below. Nevertheless, my initial questions still stand (as I wasn't confused about the DC ).

DM Magic is offline   Reply With Quote
Old 8th September 2008, 07:50 AM   #7 (permalink)
Registered User
 
inati's Avatar
 
Join Date: Jun 2008
Location: Bangkok, Thailand
Posts: 85
inati Goblin Sharpshooter (Lvl 2)
Imagine an at-will power that can kill any enemy that has taken at least half damage. Now imagine that this at-will power was Close Burst 50. That's pretty sick, right? Well, that's exactly what the Intimidate Skill is. For example, if you got the BBEG to bloodied, and you then employ intimidate and succeed, you have essentially "killed" the BBEG in one hit! You can potentially put a winning end to entire encounters with just a single attack.

Now, some people will say that the +10 modifier for a hostile target should mean intimidate would be hard to pull off. Well, the +10 modifier is a bonus to the target's Will defense, which is not the strongest defense of most monsters. So, take a Paladin with 20 CHA, for example. He now has a +5 to his "hit". He takes training in intimidate, for another +5. He is now at +10 to hit, and has now effectively nullified the +10 modifier the target got for being hostile for a total bonus of +/- 0. But wait, there is more! He now takes Skill Focus as a feat to achieve a +3 bonus and thus a grand total of +3 to "hit"

+3 vs. Will is not bad for a power that automatically kills enemies that are bloodied, and that can hear and see you. The fact that it scales with a +1 every two levels in line with every other power out there means that it's better than 'not bad', it's pretty damn good.

The Living Forgotten Realms group that I play with have already had Intimidate come up into play as a very powerful ability. In our tiny slice of the RPGA pie, we have had discussions on how to handle intimidate, and have defaulted to the fact that DMs are given the leeway to interpret the rules as they see fit.

Should constructs, who have no emotions, be able to be cowed into doing anything? How about the mindless undead? Should intimidating the leader of the enemies into surrendering mean that his underlings surrender as well? In DM Magic's case, should the player be able to use Intimidate to apply different kids of intimidation to all targets in the area as a single standard action? Unfortunately, this is where the rules simply don't address the issue properly, and hopefully WotC will eratta this skill mechanic in the near future. Until then, I feel that it is up to the DMs ruling for now.

For the scenario that DM Magic laid out, I would have ruled that the player could do exactly as he did. How the outcome of those intimidates came out though would have been up to me, not the player. So the bloodied creature surrenders since it just took half damage, and its friends standing nearby saw that, shared with each other a "Holy crap look what they did to Carl" moment, and would have been maybe cowed into not taking an action for the round.

If the player insists that he gets control over the actions of the cowed monsters, I would say that it is up to the player to decide: Is the player's character going, "Graaaaaah, I'm going to skin you alive and pull you inside out through your mouth!" and scaring the bejeebus out of the monsters, or is he trying to say his character is saying "You, over there, surrender! You guys over there retreat two squares back and lose a turn" If the latter were true, I would have ruled that he was making two seperate actions.

Notice, though, that most monsters also have Intimidate in their stat blocks, so what is sauce for the goose, is sauce for the gander. So the buddies from the example above could use their intimidate check to force their comrade back into the fight. And they can do so without the +10 modifier because their friend isn't hostile. It is also within the realm of possibility that monsters could actually use Intimidate on the players as well. So Intimidate is not a weapon exclusive for abuse by players, but by DMs too!

If I were the players at DM Magic's game, suddenly, the appeal of having an overpowered Intimidate skill isn't quite so attractive, is it?

Intimidate, IMHO, is one of those issues that is like a delicate ticking time bomb for a group. On the one hand, if you mishandle it, it will shatter and blow up in your face. If you handle it with great care, however, you might be able to work with it for a while, but sooner or later, it's going to blow up anyways. My advice would be just prepare for some troubles with Intimidate, let the DM rule as they see fit,, and hope an eratta comes out soon. I hope you guys agree
inati is offline   Reply With Quote
Old 8th September 2008, 08:40 AM   #8 (permalink)
Registered User
 
Stalker0's Avatar
 
Join Date: Jul 2002
Location: Atlanta, GA
Posts: 6,636
Stalker0 HERO 8th Level - Shadar-kai WarriorStalker0 HERO 8th Level - Shadar-kai Warrior
Quote:
Originally Posted by inati View Post
Imagine an at-will power that can kill any enemy that has taken at least half damage.
Not really an at-will, more of an encounter power. Remember you can only try intimidate on a creature once, after that it has no effect for the rest of the encounter.

As for skills being powerful in combat, well....its about time!!

I want skills to be awesome, I want people to use their skills and feel that they are worth the actions.

As for intimidate itself, my group has 3 players that have good intimidate checks, and it hasn't been a problem. The Will defense of most monsters with the +10 is pretty challenging, so most of the time the tactic doesn't work. But we all enjoy it when it does work, and it hasn't nerfed the monsters or anything. Solos and Elites tend to have high defenses, so they are the least likely to get affected. And for regular monsters, getting them to surrender an attack or 2 before their normally killed isn't game breaking.
__________________
Do you want a skill challenge system that is less mechanical and encourages more roleplaying? Try my Obsidian Skill Challenge System NEW VERSION 1.2!

Like the core 4e system, but prefer a more balanced system with additional options? Try my Alternate Core Skill Challenge System
Stalker0 is offline   Reply With Quote
Old 8th September 2008, 10:15 AM   #9 (permalink)
Registered User
 
Wepwawet's Avatar
 
Join Date: Oct 2007
Location: Madrid
Posts: 308
Wepwawet Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by Stalker0 View Post
As for skills being powerful in combat, well....its about time!!

I want skills to be awesome, I want people to use their skills and feel that they are worth the actions.
I totally agree with Stalker.
Also, the DM can't follow the rules every single time. He always has control over an action like this, sometimes it should work or not according to the big picture in the narrative.
Wepwawet is offline   Reply With Quote
Old 8th September 2008, 10:49 AM   #10 (permalink)
Registered User
 
Jhaelen's Avatar
 
Join Date: Oct 2006
Posts: 2,714
Jhaelen Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by inati View Post
Imagine an at-will power that can kill any enemy that has taken at least half damage. Now imagine that this at-will power was Close Burst 50. That's pretty sick, right? Well, that's exactly what the Intimidate Skill is.
Except it isn't. Surrender =/= Kill. It's for the DM to decide what surrender means in a given context. There is no 'surrendered' condition.
Quote:
Originally Posted by inati View Post
My advice would be just prepare for some troubles with Intimidate, let the DM rule as they see fit,, and hope an eratta comes out soon. I hope you guys agree
I don't think it needs errata. Except, perhaps, to clarify that surrender =/= kill

Intimidate is a good way to set up interesting stories. If the party is regularly abusing it to slaughter surrendering foes, they shouldn't be surprised if they find it will eventually get more difficult and finally noone is going to surrender anymore.

This isn't so different from some of the problems we had back in 3E.
Jhaelen is offline   Reply With Quote
Old 8th September 2008, 12:30 PM   #11 (permalink)
Registered User
 
Orcus Porkus's Avatar
 
Join Date: Aug 2008
Location: NYC
Posts: 245
Orcus Porkus Goblin Sharpshooter (Lvl 2)
The answer is common sense

I allow my players to use Intimidate only when it makes common sense. A foe that is bloodied but has a healthy chance of surviving because his comrades are still standing can't be subjected to intimidation. Also consider all emotions and forces the monster is subjected to. Perhaps he fears torture more than death, etc.

I'd also suggest to turn the tables against the players, and use Intimidate on them once in a while. Isn't the game all about balance and giving monsters a fair chance? A superior villain, the right context, can lead to a hero giving in. If one of my players would be trying to constantly (ab)using "intimidate", I would subject him to the same at one crucial moment.

Has any DM here ever done that?
Orcus Porkus is offline   Reply With Quote
Old 8th September 2008, 12:35 PM   #12 (permalink)
Registered User
 
Chris_Nightwing's Avatar
 
Join Date: Jan 2002
Location: Cambridge, UK
Posts: 459
Chris_Nightwing has disabled Experience Points
You could use the old morale modifiers from 2E to make the check easier/more difficult. In particular, I would give a +5 bonus to will defense if the enemies think they have the advantage (ie: their BBEG is still alive, or they are the BBEG, or there's a surprise waiting for the party mid-combat etc..) and a +1 for each non-minion ally that's still alive. Even the 20 Charisma Paladin with +13 intimidate at 1st level will have difficulty taunting a bloodied kobold when his four friends are still alive and the Paladin's party has more bloodied members (Will defense +10 +5 +4 for +19 vs. +13 for instance..).
__________________
Everyone is weird. Some people happen to be weird in the same way, which they choose to call normal.

Return of the Burning Plague - A 4E pre-adventure!
Chris_Nightwing is offline   Reply With Quote
Old 8th September 2008, 03:46 PM   #13 (permalink)
He of the Goatee
 
wedgeski's Avatar
 
Join Date: Jan 2004
Location: Worcester, UK
Posts: 1,812
wedgeski Orc Berserker (Lvl 4)
I've house-ruled this use of Intimidate out of the game... for the moment. I'll probably add it back in once I think of some interesting way to avoid PC's attempting to intimidate into submission every single bloodied-foe they see.
__________________
"The last time I ran into myself, I kicked my own ass."
Chasing the DM, a blog for DM's like me who really feel they should know what they're doing by now.

For DM's: 4E Dungeon Index (adventures, conversions, and sidetreks by level, last updated 16th Oct. through Dungeon #171).
wedgeski is offline   Reply With Quote
Old 8th September 2008, 04:45 PM   #14 (permalink)
Registered User
 
mcnathan80's Avatar
 
Join Date: May 2006
Location: Ann Arbor, MI
Posts: 187
mcnathan80 Goblin Sharpshooter (Lvl 2)
Also, don't forget the additional -5 mod if you don't speak the same language.

I think the best thing to do would be to sit down with the group beforehand and discuss what you think intimidate shuold be able to do, that way everyone gets a say and you can mitigate any potential abuses by refering back to your previous discussion as precedence for an agreement.
mcnathan80 is offline   Reply With Quote
Old 8th September 2008, 06:05 PM   #15 (permalink)
Registered User
 
DM Magic's Avatar
 
Join Date: Jan 2002
Location: Portland, Oregon
Posts: 1,487
DM Magic Goblin Sharpshooter (Lvl 2)
These are all really good suggestions -- unfortunately, the player in question's computer is out of commission, so I'll have to point him to this thread when it's back up and running!
DM Magic is offline   Reply With Quote
Old 8th September 2008, 06:14 PM   #16 (permalink)
Registered User
 
Join Date: Oct 2005
Posts: 118
Armadillo Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by DM Magic View Post
In today's game, it was three kobold dragonshields. One of the kobold dragonshields was bloodied and the player rolled very high -- the target promptly dropped his weapon and shield and surrendered. No problem. However, the player proceeded to roll for the two remaining (non-bloodied) kobold dragonshields (based on the line, "...or cow a target into taking some other action").
There's nothing wrong with using Intimidate on multiple targets, and it's very genre appropriate.

The key, here, is what was the player doing? What was he saying? Did he just say "Surrender"? If so, by the RAW, the bloodied kobald rightly surrendered. But, it is up to the GM to determine how the other kobalds react, if the PC beat their modified Will defense. Success could look like the kobalds merely backing off two steps on their next action.

The GM could also have given the kobalds an additional bonus for their numbers.
Armadillo is offline   Reply With Quote
Old 8th September 2008, 08:46 PM   #17 (permalink)
Registered User
 
LostSoul's Avatar
 
Join Date: Jan 2002
Location: Toronto
Posts: 5,179
LostSoul Orc Berserker (Lvl 4)
Quote:
Originally Posted by wedgeski View Post
I've house-ruled this use of Intimidate out of the game... for the moment. I'll probably add it back in once I think of some interesting way to avoid PC's attempting to intimidate into submission every single bloodied-foe they see.
"The game will be boring if you intimidate every single bloodied-foe you see. If I don't think a particular NPC would surrender, even if he is bloodied, I'm not going to allow Intimidate to work."
__________________
"If people bring so much courage to this world the world has to kill them to break them, so of course it kills them. The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially. If you are none of these you can be sure it will kill you too but there will be no special hurry."
-- Ernest Hemingway, "A Farewell to Arms"
Burning Empires: Boldaq
Keep on the Shadowfell
LostSoul is offline   Reply With Quote
Old 8th September 2008, 09:32 PM   #18 (permalink)
Registered User
 
DM Magic's Avatar
 
Join Date: Jan 2002
Location: Portland, Oregon
Posts: 1,487
DM Magic Goblin Sharpshooter (Lvl 2)
My player's rebuttle:

Quote:
Originally Posted by Tom
I dont really think the intimidate issue is about trust at all. If a player tried to abuse it, he'd just get blue-bolted by the DM. The issue is one of balance. And not balance in the sense that it will break a game, but in the sense of relative power level of skills to powers. Powers are always more powerful than skills, and with good reason. Thematically, the reason they should be more powerful is rather obvious. They are 'powers.' Skills are just mundane skills that anybody can use. Balance wise they are more powerful because the characters are limited to the amount of times they can employ them in a given period.

Now, by RAW it looks like indimidate can, as a standard action, cow any number of enemy opponents who can see and here you, get some of them to spill their deepest darkest secrets, and force any who are bloody to immediately surrender.

So basically all the party has to do is get the enemy army to bloody, then the big bad warlock (not picking on Carl, warlocks just happen to be the best intimidators) gives them a stern talking-to and they all surrender. Clearly this is not intended. I think it's just another case of a poorly worded ability.

I think the in-combat usage is intended to be used against the single, bloodied target. Being able to effectively cast fear at-will would basically make the warlock the uber controler. I take the 'cow an enemy into taking another action' as to be a strictly out of combat type ability-- A couple thugs are starting a ruckass in the tavern, you stand up and give them a look, they all sit back down at their table and resume drinking peacefully. The lacky at the city gates doesnt want to let you pass, you give him a good tounge-lashing and he backs down... etc etc.

I do think it's a bit odd that there's no explicit limitation on the number of people you can intimidate. I dont care how scary you are, one guy isnt going to cow a mob. Maybe have max number of targets equal charisma bonus + 1/2 level. Even that becomes a fairly large number, but at least it's a theoretical cap. (alternately, you could increase the wil defense of each subsequent target by +2 or something. Or just give everyone a +1 per number of people in the group. Mobs/gangs tend to bolster each other against such attacks.)
DM Magic is offline   Reply With Quote
Old 8th September 2008, 09:50 PM   #19 (permalink)
Registered User
 
Stalker0's Avatar
 
Join Date: Jul 2002
Location: Atlanta, GA
Posts: 6,636
Stalker0 HERO 8th Level - Shadar-kai WarriorStalker0 HERO 8th Level - Shadar-kai Warrior
Quote:
Originally Posted by DM Magic View Post
My player's rebuttle:
The DMG actually DOES mention a limit. It says flat out that abilities in the game are designed around a small group of creatures, not an army. So the DM is perfectly within his right to say you can't intimidate a whole army.
__________________
Do you want a skill challenge system that is less mechanical and encourages more roleplaying? Try my Obsidian Skill Challenge System NEW VERSION 1.2!

Like the core 4e system, but prefer a more balanced system with additional options? Try my Alternate Core Skill Challenge System
Stalker0 is offline   Reply With Quote
Old 8th September 2008, 10:14 PM   #20 (permalink)
Registered User
 
Join Date: May 2008
Posts: 1,220
Mengu Goblin Sharpshooter (Lvl 2)
Using published adventures as an example, I'm determining whether the foes might surrender or not, when I design the encounter. For some encounters, I have foes ready to run away the moment they are engaged. Perhaps they are hired hands who don't really think fighting for 10 gp is worth their lives. In some encounters, I have foes who simply will not surrender, such as zealous cultists, or bloodthirsty lychanthropes. Most encounters will be somewhere in between, where the foes won't surrender until their leaders are dead, at which point, they might lay down their weapons if intimidated (or try to run away otherwise).
__________________
Warning: This post may contain sarcasm.
Mengu is offline   Reply With Quote


Bookmarks

Tags
cause fear, clerics, intimidate, kobolds

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 01:41 PM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.