ThoughtBubble
First Post
Kahuna Burger said:In addition to anything else, here we run into a problem with resolving intimidate. Say the captain of the guard completely believes his intent, and his ability to kill him if he doesn't do what he says. Does it automaticly follow that he does what he says? He is the captain of the guard after all. He has obtained this position not just by skill or senority, but by dedication and risking his life many times. Confronted with an assassin in his master's castle and the choice between going along and maybe living, and opposing and definitly dying, who is really to say that he will go along? (certainly if he was a PC and the DM says 'and you show him to the chambers' the player could rightly pitch a fit.) It may well be the completion of his life's work to raise the alarm and die in this very fashion.
I'm glad you asked actually. Because this gets into the point I was trying to get across. See, regardless of the intimidate roll the captian can be scared. I'm scared of spiders, sometimes I muster up the courage to hit them with a shoe, other times I run out of the room and watch TV for an hour. When I hit them with a shoe, I'm still scared though.
Lets assume that the captian does believe the assassin's intent and ability to kill him. On a failed intimidate roll (on the part of the assassin) the guard doesn't comply. Likely, he draws his sword and shouts for the rest of the house guard, dieing nobly but bringing down justice on the killer. On a successful intimidate roll, the captian's will falters, and he just can't get himself to cross the assassin. The fact that the captian isn't likely to do so would be represented by a high DC.
PC's are, if I recall correctly, immune to the effects of intimidate. And, to use your analogy, put the player as the assassin. Say they rolled a ridiculously high intimidate check. How would your player feel if the guard didn't comply?
To tie this back in, this may well be where the cha vs skill ballance of the intimidate becomes useful, but I'm unsure. Mostly, this just caused another intimidate related thought in my mind, which is not well addressed in the rules - So you're intimidated, what now? My best guess is that in cases like this we should take a page from the bluff rules and introduce situational modifiers based on how outside of acceptable the intimidate 'request' is.
Kahuna Burger
After looking up the 3.5 version of the skill I have to agree. I much prefer the 3.0 printing, where it was "typically 10+the target's Hit Dice."