As I mentioned before, under the current rules, a successful
intimidate check leaves the target
shaken for 1 round, when it should probably leave them
shaken indefinitely, potentially
frightened, and even
panicked.
For reference, I thought I'd include the SRD's rules for those fear conditions.
Shaken
A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Shaken is a less severe state of fear than frightened or panicked.
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
Panicked
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.
Heroes of Horror recommends redefining
frightened to get around the problem of forced fleeing and to increase the distinction between
frightened and
panicked. Instead of having
frightened mean -2 to rolls and you must run away, it can instead mean -4 to rolls.
This actually ties in with one of the
Meta-Mechanics Worth Stealing, Grim Tales'
fight or flight mechanic:
When faced with something that provokes a horror check, characters have a choice -- flee, and then face an easier check, or stand their ground and risk the consequences. The kicker is that each player decides in secret, and everything is revealed at once. Watching one guy stand his ground while his comrades flee is just priceless.
Also, it probably wouldn't come up in D&D as much as in a modern game, but I might make those to-hit penalties multiply over range increments, to reflect the fact that a shaky hand is devastating to firearm accuracy.