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Game Mechanics of a creature surrendering

I've always seen it as them putting their hands up, probably dropping a weapon if they have it.

It's certainly not them falling unconscious, which is what helpless leans towards. I take them off the tracker, but not off the board because they're still an element of the combat.

The intimidator basically says, "See how awesome we are. Knock it off or we'll kill you." When the PCs start making it obvious they're going to kill the guy anyway, the enemy is probably going to rejoin the fray.

This.

I would ordinarily "remove" them from the initiative order too, but if the PCs then attacked the surrendering creature again, it would rejoin the fight. After all, what's the point of surrendering if they are gonna kill you anyway? You surrender in the hopes that they'll let you live.

As an aside, I would probably talk to the other players if I were you and give them a head's up as to what you are planning to make sure that they understand and are willing to cooperate. This likely includes not killing the captives after you interrogate them as well. After all, your party will eventually develop a reputation for killing prisoners if there's any kind of connection between adventures. Again, a combatant is going to surrender in the hope of being allowed to live. If its clear he'll be killed anyway, then he might as well take his chances.
 

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Just how much have you managed to boost your Intimidate?

I've never seen a great deal of success forcing enemies to surrender, the +10 to will defense (+15 if you don't speak their language) tends to significantly reduce the chances of this working. Most of the parties I've played with tend to rely on non-fatal damage if they really need a prisoner.

For example, assuming level 10 PC and monster that understands the PC. Monster will averages at 22 (12+level), +10 for Hostile makes 32. Assuming a +5 stat bonus and +5 for training you need at least another +3 to succeed on anything other than a rolled 20.

[EDIT] Of course I forgot the level bonus of +5 :erm: which means that a roll of 17 will succeed in this instance without further bonuses. Bizarrely this means that as you reach higher levels it becomes harder to intimidate with Will going up at +1 per level while the attack bonus only goes up at + 1/2 level.
 
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Have you checked with your DM how he/she considers this feature to work in the campaign?

I only ask because the first house rule I instituted in 4E was to remove this ability from the Intimidate skill completely.
 

Just how much have you managed to boost your Intimidate?

Well let's see..
CHA +4, Trained +5, 1/2lvl (lvl11) +5, item +2, Background +2, Skill Focus +3 = Intimidate 21
Then as for the defence...
Base 12, lvl 11, Astral Seal/Bane (penalty to all defences) -2/-5, Hostile +10 = 31/28

EDIT: well, maybe my luck is bad.. Creature not intimidated..

Have you checked with your DM how he/she considers this feature to work in the campaign?

We've got a system in which we change DM every few months, currently i'm the DM. Since building the character i haven't spoken the other players, but I will get the question out there when i have.
 
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Well let's see..
CHA +4, Trained +5, 1/2lvl (lvl11) +5, item +2, Background +2, Skill Focus +3 = Intimidate 21
Then as for the defence...
Base 12, lvl 11, Astral Seal/Bane (penalty to all defences) -2/-5, Hostile +10 = 31/28

That is quite an investment - item, background and 2 feats (skill focus and, presumably, skill training or did you get Intimidate via multiclassing?) for the +7 and two standard actions (Astral Seal/Bane + Intimidate) to make the attack.

However, including level bonus (as I should have done the first time I looked at this :blush:), means that the chances of success are fairly reasonable. For a half-orc of a class with intimidate on the skill list it would be even better (I'm assuming that there is a suitable item for such a character which would give the +2 bonus without actually checking for one ;)) .

The new themes also offer a couple of options to boost Intimidate.
 

I would talk to the DM that is going to take over.

I think intimidating to end a combat that is already technically over is a good mechanic. But unless the combat has obviously turned very sour for the monsters I wouldn't evenlet you make an Intimidate check to have anyone surrender/flee.

I would try and work with the fact that you've invested so heavily in Intimidate. For example by introducing this sub system: Speeding up D&D 4E Combat: Morale | Dice of Doom and allowing Intimidate work say once someone has fled to provoke further Morale Saving Throws.

I'd also say maybe allow a house rule that Intimidate can be use 1/encounter vs bloodied creature as a minor action to cause a -2 penalty to atks (save ends).

But that's all house rule territory, which is DM territory. And unfortunately for you despite your investment, Intimidate to make enemies surrender is also DM territory.
 

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