It kinda makes sense though, by definition trying to intimidate a group of people at once is harder than intimidating one person, if you do it the way you're describing someone would become better at intimidating groups than they are at individuals because the feat doesn't pertain to individuals, just groups.I think I figured out why feats bother me in PF2. When they're discussing Group Coercion, it should be that you get a bonus to coerce attempts if you have the feat. Not that you can't try if you don't have the feat - or take penalties.
There are too many feats to remember to apply penalties to those who don't have them. Instead, the design should've been the opposite: it's the responsibility of the player who invested in the feat to remember to apply the bonus.
It's like most feats exist to reduce penalties.
Ok. So create a DC to Coerce somebody. Probably their Will DC. If they're in a group, use the highest DC of the group. Give a bonus to the Will DC if they outnumber the party, have other advantages, or are just generally jerks.It's not like "it's harder to coerce a group of people to do what you want than it is to coerce a single person to do what you want" is a controversial statement, so what's the alternative?
The base action is Coerce. It has clear rules, it targets 1 creature and does what it says it does. If someone tries to get it to do more, like apply to multiple people, you apply an adjustment using the general rules for applying an adjustment because they're trying to do something harder than usual that sounds reasonable to try.Ok. So create a DC to Coerce somebody. Probably their Will DC. If they're in a group, use the highest DC of the group. Give a bonus to the Will DC if they outnumber the party, have other advantages, or are just generally jerks.
Then create a feat and call it "Good at Coerce." Give a scaling bonus to all coercion checks, based on the Proficiency level.
Put the responsibility of the feat on the players.
Exactly. The rules work well as they are, as long as players know them.The base action is Coerce. It has clear rules, it targets 1 creature and does what it says it does. If someone tries to get it to do more, like apply to multiple people, you apply an adjustment using the general rules for applying an adjustment because they're trying to do something harder than usual that sounds reasonable to try.
Nothing different happens until the player informs you that they have a feat that asks you to do something different, so it's already on the player side because they have to invoke / remind you of the feat, you hear the feat and then say "got it" and you do what the feat says, which is compare it to the will dc (as opposed to an adjusted dc, in this instance.)
So ... here are the rules for Coerce (from AoN):The base action is Coerce. It has clear rules, it targets 1 creature and does what it says it does. If someone tries to get it to do more, like apply to multiple people, you apply an adjustment using the general rules for applying an adjustment because they're trying to do something harder than usual that sounds reasonable to try.
Coerce
Auditory Concentrate Emotion Exploration Linguistic Mental
Source Player Core pg. 240
With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with the creature. At the end of the conversation, attempt an Intimidation check against the target's Will DC, modified by any circumstances the GM determines. (The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar and described in full in the Conditions Appendix.)
Critical Success The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes unfriendly (if it wasn't already unfriendly or hostile). However, the target is too scared of you to retaliate—at least in the short term.
Success As critical success, but once the target becomes unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
Failure The target doesn't do what you say, and if they were not already unfriendly or hostile, they become unfriendly.
Critical Failure The target refuses to comply, becomes hostile if they weren't already, and is temporarily immune to your Coercion for at least 1 week.