Celebrim said:If this is what Intimidate does, then I think it safe to say that there would be no reason whatsoever to ever invest in the skill. Afterall, if all intimidate does is cause the NPC to act in some manner which is reasonable for having been threatened according to the personality of the NPC, then you can force this behavior from an NPC at any time merely by role playing being threatening - no skill check required.
This is true of all social skills, in every RPG which has them. If that's how you want to run the game, more power to you. Lord knows we did it that way in the dark ages, when rocks were soft and dinosaurs walked the Earth and orcs lived in ten by ten rooms.
However, I prefer to back up roleplaying with mechanics, so as to make everyone feel that it's "fair" and to model things which aren't just roleplaying -- no matter how hard he tries, the gnome is probably not as scary as the half-ogre, all other things being equal. (Which they need not be, which is why you can get a gnome fighter with intimidate +12 and a half-ogre cleric with none.)
Someone suggested that intimidate had to be impossible in some situations or else there would be no point in having more than one social skill since they would then all be the same. I would think that there is a very big difference between getting what you wanted from a friendly, trusting, and loyal Duke, and getting what you want from a hostile, furious Duke who will plot his revenge on you at the first oppurtunity.
I'd call the latter a "failed" result for the social challenge, which is the point pretty much everyone has been making. It's not some kind of magical boolean gateway; it's a mechanical framework the DM uses as a guide for roleplaying and campaign plotting. If you garner four "failures", then the consequences are...sub optimal. The Duke might well "help" you in such a way as to get you all killed. The players are not told if they succeed or fail on each roll; they just see the conversation unfold.
I've had plenty of times where players have rolled high on Sense Motive...and the NPC rlled higher on Bluff. I tell them, "He's telling the truth." and let the story unfold. When the treachery is revealed, they don't say "You lied!", they say, "Damn, that bastard had a high bluff skill, didn't he?"