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A quick look at Intimidate: the D&D wunderskill
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<blockquote data-quote="Taraxia" data-source="post: 3137068" data-attributes="member: 42426"><p>This all depends on what kind of relationship the players and the DM have, and what kind of game the players are playing.</p><p></p><p>I mean, true to a point, but I don't think it's realistic that a player should be expected to say, "Look at this spell on my spell list! It's totally overpowered! I think I'm going to cast it but change it so that it allows a Reflex save." If you've got players who think that way, you're likely not playing D&D.</p><p></p><p>Speaking as someone who's seen a player try crap like the Bag of Explosive Runes trick, I'd say that it's just best for the social contract of the game if we do start from the assumption that DMs have central control over the game.</p><p></p><p>And, by the way, sure, the players might not try the ridiculous edge case there. But still -- the flat DC is a huge problem. I would *want* and *expect* a system that works in such a way that an only moderately Intimidating guy can get away with "You. Get out of my way" when pushing past someone rudely in the street, but could not, say, get away with "You. Give me your wallet. No funny business", and could even less get away with "If the cops ask you, I was never here, understand? Even if they threaten you!"</p><p></p><p>Quite often PCs will have to make the choice between asking NPCs to do things that are of no real permanent consequence to them, things that are of significant cost to them in time or money, and things that put their jobs, their social standing or their lives at very direct risk. All of these are realistic things to try to Intimidate someone into doing. All of these ought to be very different in terms of how *difficult* they are. Currently the game doesn't really simulate this -- it just says they become "Friendly", and the definition of "Friendly" is therefore *very important* if you're going to try to use the rules as written to do a realistic and satisfying scenario.</p><p></p><p>And, to an extent, it works. Some people are bastards who never help out their friends much at all. Some people are willing to let their friends impose on their time or money, but only up to a reasonable level. Some people are willing to lay down their lives for their friends. It all depends.</p></blockquote><p></p>
[QUOTE="Taraxia, post: 3137068, member: 42426"] This all depends on what kind of relationship the players and the DM have, and what kind of game the players are playing. I mean, true to a point, but I don't think it's realistic that a player should be expected to say, "Look at this spell on my spell list! It's totally overpowered! I think I'm going to cast it but change it so that it allows a Reflex save." If you've got players who think that way, you're likely not playing D&D. Speaking as someone who's seen a player try crap like the Bag of Explosive Runes trick, I'd say that it's just best for the social contract of the game if we do start from the assumption that DMs have central control over the game. And, by the way, sure, the players might not try the ridiculous edge case there. But still -- the flat DC is a huge problem. I would *want* and *expect* a system that works in such a way that an only moderately Intimidating guy can get away with "You. Get out of my way" when pushing past someone rudely in the street, but could not, say, get away with "You. Give me your wallet. No funny business", and could even less get away with "If the cops ask you, I was never here, understand? Even if they threaten you!" Quite often PCs will have to make the choice between asking NPCs to do things that are of no real permanent consequence to them, things that are of significant cost to them in time or money, and things that put their jobs, their social standing or their lives at very direct risk. All of these are realistic things to try to Intimidate someone into doing. All of these ought to be very different in terms of how *difficult* they are. Currently the game doesn't really simulate this -- it just says they become "Friendly", and the definition of "Friendly" is therefore *very important* if you're going to try to use the rules as written to do a realistic and satisfying scenario. And, to an extent, it works. Some people are bastards who never help out their friends much at all. Some people are willing to let their friends impose on their time or money, but only up to a reasonable level. Some people are willing to lay down their lives for their friends. It all depends. [/QUOTE]
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A quick look at Intimidate: the D&D wunderskill
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