Crimson Longinus
Legend
Thank you! The title of the thread bugs me every time I see it.It is "the worst", not "the worse".
"Worst" is a superlative. That comes after "the". "Worse" is the comparative as in "4e skills are worse than 5e ones".
Thank you! The title of the thread bugs me every time I see it.It is "the worst", not "the worse".
"Worst" is a superlative. That comes after "the". "Worse" is the comparative as in "4e skills are worse than 5e ones".
I mean,Better than trying to contain all check DC between 10 and 20, failing, and removing or not assigning 90% of the static DCs sane numbers if at all in order to chase the goal on small number modifiers...
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then failing at it.
I mean that's why this topic exists.
5e's skill system created an Intimidate skill because it wanted to have one to look at and point to.
However it went out of its way to not explain what the point of an Intimidation skill is, how its plays, how it differs from other skills in the game, story, or world.
Slight hyperbole. It's had this problem in nearly every edition (4e being the major exception, as Intimidate was the way to do what early-editions would have called "Morale checks" to cow enemies into surrender.)I smell hyperbole. That being said, intimidate is persuasion, and should be included in that skill.
The funny thing is, Mike Mearls did work on 4e. That said, much of what I have heard has indicated...something more or less like what you describe, regarding Mr. Mearls' work on 4e, that he basically never accepted any of its internal premises and always tried to force it into being 3e, which...generally did not have good results.I blame Acquisitions Incorporated. And/or the 5e WotC staff that carried over from 3e, some setting the tone from the top. Old habits die hard, after all.
See above. The description does nothing to help, and in fact significantly encourages DMs to think of Intimidate as "Persuasion, except it always makes people hate you." Such an interpretation turns Intimidate into being an always-losing proposition--you just might get some minor and/or temporary benefits along with earning a permanent enemy.I mean,
"Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."
How much more of an explanation do you need? It then explains persuasion and it's very clear that persuasion is a different skill with different uses. Same with deception.
I don't agree. See my post on uses of intimidation that I've seen that don't do that. It 100% does not always make people hate you. Hell, they probably won't hate you even a majority of the time. The might dislike. They might hate. They might be indifferent. They might become friends or allies. Circumstances vary tremendously.See above. The description does nothing to help, and in fact significantly encourages DMs to think of Intimidate as "Persuasion, except it always makes people hate you." Such an interpretation turns Intimidate into being an always-losing proposition--you just might get some minor and/or temporary benefits along with earning a permanent enemy.
So, real talk.I don't agree. See my post on uses of intimidation that I've seen that don't do that. It 100% does not always make people hate you. Hell, they probably won't hate you even a majority of the time. The might dislike. They might hate. They might be indifferent. They might become friends or allies. Circumstances vary tremendously.
The half-level to skills thing was one of the things I disliked about 4e. Adventures don't become +10 better at forging weapons and armor without having ever tried just because they are 20th level. They probably don't even become +1 better, but some small synergy increase might be warranted.Yeah, we'll never agree if your core issue is the half-level bonus. Having the half-level bonus was, IMO, one of the best features of the system, not something bad. The skill challenges came out half-baked to start with, I'll certainly grant you that, but that's not the skill system in its entirety--that's one specific, albeit important, application that got corrected.
I don't understand this. What text says anything about always hating the PCs afterwards? What rule prevents a situation from turning to friendship afterwards?So, real talk.
What are we supposed to favor? The things that the text says, even if DMs widely ignore it? Or the things DMs do, even if the text says not to?
There's a family similarity, for sure, especially in 2024's revision, but "action" is a much broader and less strictly defined group of verbs in practice.This is like saying that 5e things cannot escape the confines of "actions."
"Powers" ARE actions--specifically, predefined ones. Any (predefined) actions! Even literally just making an attack is a power!
But isn't that the whole point of this thread.
4e realized that skills that are solely designed foe 1 pillar of play are:
So 4e made Intimidate have a Combat use and a Social Use and defined a sliver but useful bit of those rules.
- Are weakened when that pillar lessened
- Are useless when that pillar is ignored
- Are too strong when that pillar is focused on
- Compete with other single pillar skills in that single pillar
Making them power ensured that the designers thought about skills and informed players and DMs what each skill did.
What makes you think they never try?The half-level to skills thing was one of the things I disliked about 4e. Adventures don't become +10 better at forging weapons and armor without having ever tried just because they are 20th level. They probably don't even become +1 better, but some small synergy increase might be warranted.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.