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<blockquote data-quote="RangerWickett" data-source="post: 5118802" data-attributes="member: 63"><p>Hm. Using the skill challenge gimmick . . .</p><p></p><p>Partial success requires 5 successes before 3 failures. Complete success is 7 before 3. (If you get 5 successes, you can stop and take your partial success. Or you can try to get 2 more successes for a complete success. If you accrue 3 failures before you reach the total of 7 successes, you still get the benefit of a partial success.) </p><p></p><p>How much time each check requires depends on the emotion you're trying to play on. For each of these, I'd probably allow you to substitute an Insight check to get a +2 bonus on your next check. It wouldn't count toward successes or failures, just eat up time. (Also, as always, circumstances can count as automatic successes or failures, so if your entire team is dead and you're melting in a vat of acid, you'll have a hard time intimidating anyone.)</p><p></p><p>Fear is quick and easy, so making someone scared or intimidated requires a minor action for each Intimidate check, though they can be spread out across an encounter. If the target is bloodied, that counts as 2 successes. Partial success can make someone stop fighting. Complete success can make them take a particular action you desire, like run away, or help you do something without considering betraying you.</p><p></p><p>(If you fail or get only a partial success, the person might still stop fighting, or might help you, if that makes sense. Using Intimidate just gives you the option of short-circuiting their normal decision making.)</p><p></p><p>Seduction or conning someone requires about ten minutes for each Bluff check. If you're in a rush you can shorten that to a minute by taking a penalty to your check. Partial success can win short-term trust. Complete success earns long term trust, though if they catch you in lies, that can break trust.</p><p></p><p>Befriending someone sincerely requires Diplomacy checks, and likewise takes about ten minutes, or can be rushed to one. And, just like real life, you can do a combination of Bluff checks to hide stuff the person would dislike, or Diplomacy checks to make the person like you despite those things.</p><p></p><p>DCs would start at or around the target's Will defense, and be modified by circumstances.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5118802, member: 63"] Hm. Using the skill challenge gimmick . . . Partial success requires 5 successes before 3 failures. Complete success is 7 before 3. (If you get 5 successes, you can stop and take your partial success. Or you can try to get 2 more successes for a complete success. If you accrue 3 failures before you reach the total of 7 successes, you still get the benefit of a partial success.) How much time each check requires depends on the emotion you're trying to play on. For each of these, I'd probably allow you to substitute an Insight check to get a +2 bonus on your next check. It wouldn't count toward successes or failures, just eat up time. (Also, as always, circumstances can count as automatic successes or failures, so if your entire team is dead and you're melting in a vat of acid, you'll have a hard time intimidating anyone.) Fear is quick and easy, so making someone scared or intimidated requires a minor action for each Intimidate check, though they can be spread out across an encounter. If the target is bloodied, that counts as 2 successes. Partial success can make someone stop fighting. Complete success can make them take a particular action you desire, like run away, or help you do something without considering betraying you. (If you fail or get only a partial success, the person might still stop fighting, or might help you, if that makes sense. Using Intimidate just gives you the option of short-circuiting their normal decision making.) Seduction or conning someone requires about ten minutes for each Bluff check. If you're in a rush you can shorten that to a minute by taking a penalty to your check. Partial success can win short-term trust. Complete success earns long term trust, though if they catch you in lies, that can break trust. Befriending someone sincerely requires Diplomacy checks, and likewise takes about ten minutes, or can be rushed to one. And, just like real life, you can do a combination of Bluff checks to hide stuff the person would dislike, or Diplomacy checks to make the person like you despite those things. DCs would start at or around the target's Will defense, and be modified by circumstances. [/QUOTE]
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