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Conscripting the Enemy... Diplomancy and the Intimidator Man.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7062290" data-attributes="member: 82106"><p>My comments are:</p><p></p><p>1) Diplomacy, one of the few skills with no acknowledge combat function whatsoever. You could use it to negotiate with an enemy and make them 'not an enemy' but I think that is properly left to RP/SC, and isn't generally something that happens while trading blows in an all-out fight (though perhaps you could do a combat/SC that allowed for it). I think, outside of combat, there's no reason you couldn't convince a nominal enemy to become an ally. It seems perfectly feasible.</p><p></p><p>2) Intimidate, the combat use of this is borked. If you have a very high skill bonus (especially coupled with serrated weapons or other ways to bloody easily) it can become rather stupid broken. OTOH because its a skill use and thus fairly subject to DM adjudication its prime fodder for issues that normally don't come up in 4e. IMHO 4e should have a morale system, and then Intimidation can tie into that. You COULD intimidate someone into joining you, but I think that is much like Diplomacy, not something to roll into a single power use.</p><p></p><p>3) Bluff, the combat use of Bluff that is in PHB1 is utterly worthless. You have to burn a Standard action to maybe accomplish a result that is no better than what can be had with many powers that also do damage. The hiding ploy is equally low value, as it only lasts to the end of the existing turn, and already you've burned your Standard, what do you hope to accomplish? AT BEST (and this depends on how your DM interprets the "retain the benefits of being hidden" language of RC) it means you might be able to deploy an AP and make an attack with advantage. Seems kinda lame for all that resource use. So Bluff's combat use needs a serious rewrite. I've only seen it used ONE time in a fight, and that was probably not an optimum move by the player.</p><p></p><p>I think its reasonable for skills to have 'ad hoc powers' associated with them. Skill powers can be used to represent the really crazy stuff, like reliably hiding in plain sight, scaring off an enemy, or etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7062290, member: 82106"] My comments are: 1) Diplomacy, one of the few skills with no acknowledge combat function whatsoever. You could use it to negotiate with an enemy and make them 'not an enemy' but I think that is properly left to RP/SC, and isn't generally something that happens while trading blows in an all-out fight (though perhaps you could do a combat/SC that allowed for it). I think, outside of combat, there's no reason you couldn't convince a nominal enemy to become an ally. It seems perfectly feasible. 2) Intimidate, the combat use of this is borked. If you have a very high skill bonus (especially coupled with serrated weapons or other ways to bloody easily) it can become rather stupid broken. OTOH because its a skill use and thus fairly subject to DM adjudication its prime fodder for issues that normally don't come up in 4e. IMHO 4e should have a morale system, and then Intimidation can tie into that. You COULD intimidate someone into joining you, but I think that is much like Diplomacy, not something to roll into a single power use. 3) Bluff, the combat use of Bluff that is in PHB1 is utterly worthless. You have to burn a Standard action to maybe accomplish a result that is no better than what can be had with many powers that also do damage. The hiding ploy is equally low value, as it only lasts to the end of the existing turn, and already you've burned your Standard, what do you hope to accomplish? AT BEST (and this depends on how your DM interprets the "retain the benefits of being hidden" language of RC) it means you might be able to deploy an AP and make an attack with advantage. Seems kinda lame for all that resource use. So Bluff's combat use needs a serious rewrite. I've only seen it used ONE time in a fight, and that was probably not an optimum move by the player. I think its reasonable for skills to have 'ad hoc powers' associated with them. Skill powers can be used to represent the really crazy stuff, like reliably hiding in plain sight, scaring off an enemy, or etc. [/QUOTE]
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