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Curse that charisma!
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<blockquote data-quote="Pielorinho" data-source="post: 1438877" data-attributes="member: 259"><p>I do agree that the intimidate rules are overly restrictive <em>to the DM</em>; however, I assume that my DMs will bend them sensibly via the lovely rules technique of applying circumstance modifiers.</p><p> </p><p>For example, Bob the assassin is trying to break into Mang the Mighty's fortress in order to assassinate him. He comes across Ted the Toady, and hisses, "Speak a word of my passage and feel my steel in your gut, maggot!"</p><p> </p><p>Normally, this is a DC 25 Intimidate check (I won't crunch numbers -- just go with it for now). However, the DM already knows that Ted the Toady is ambitious, and figures that Mang's death can only further Ted's career goals. The intimidate check in this case, unbeknownst to Bob, represents Ted's evalution of whether Bob the assassin is really all that, really good enough to off Mang. The DM applies a +4 circumstance bonus to this check to represent Ted's hope; even though Ted is relatively powerful and wise, circumstances make it an easy check. Ted simpers, bows, and lets Bob pass unmolested, and indeed will go out of his way to help Bob effect the assassination if he later realizes that Bob needs help.</p><p> </p><p>Later, Bob sneaks into his preferred kill-spot -- the men's room. On his way in, he passes Gomez the Goon, a low-level guard just coming out and buttoning his pants. Bob flashes steel at the peon and says, "Make a noise, and I'll wear your guts for my garters!"</p><p> </p><p>Normally, this is a DC 15 Intimidate check. However, the DM has decided that Mang rescued Gomez from a life of misery and wretchedness and brought him into a place where he's warm and receives three hot meals a day; what's more, he's allowed Gomez to move his whole family into the palace. Gomez would gladly give his life for his boss. So the DM assigns a +6 circumstance penalty on this check, giving a final DC of 21. What's more, a success only determines the number of rounds for which Gomez is terrified into inaction: if Bob makes a 27 on his roll, then Gomez wets his pants for six rounds, at the end of which he gathers his courage and sounds the alarm.</p><p> </p><p>The intimidate mechanic is a great starting point for a skill that was previously far too vague; the DM needs to run with it, however.</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1438877, member: 259"] I do agree that the intimidate rules are overly restrictive [i]to the DM[/i]; however, I assume that my DMs will bend them sensibly via the lovely rules technique of applying circumstance modifiers. For example, Bob the assassin is trying to break into Mang the Mighty's fortress in order to assassinate him. He comes across Ted the Toady, and hisses, "Speak a word of my passage and feel my steel in your gut, maggot!" Normally, this is a DC 25 Intimidate check (I won't crunch numbers -- just go with it for now). However, the DM already knows that Ted the Toady is ambitious, and figures that Mang's death can only further Ted's career goals. The intimidate check in this case, unbeknownst to Bob, represents Ted's evalution of whether Bob the assassin is really all that, really good enough to off Mang. The DM applies a +4 circumstance bonus to this check to represent Ted's hope; even though Ted is relatively powerful and wise, circumstances make it an easy check. Ted simpers, bows, and lets Bob pass unmolested, and indeed will go out of his way to help Bob effect the assassination if he later realizes that Bob needs help. Later, Bob sneaks into his preferred kill-spot -- the men's room. On his way in, he passes Gomez the Goon, a low-level guard just coming out and buttoning his pants. Bob flashes steel at the peon and says, "Make a noise, and I'll wear your guts for my garters!" Normally, this is a DC 15 Intimidate check. However, the DM has decided that Mang rescued Gomez from a life of misery and wretchedness and brought him into a place where he's warm and receives three hot meals a day; what's more, he's allowed Gomez to move his whole family into the palace. Gomez would gladly give his life for his boss. So the DM assigns a +6 circumstance penalty on this check, giving a final DC of 21. What's more, a success only determines the number of rounds for which Gomez is terrified into inaction: if Bob makes a 27 on his roll, then Gomez wets his pants for six rounds, at the end of which he gathers his courage and sounds the alarm. The intimidate mechanic is a great starting point for a skill that was previously far too vague; the DM needs to run with it, however. [/QUOTE]
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