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Excerpt: skill challenges
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<blockquote data-quote="Saeviomagy" data-source="post: 4203829" data-attributes="member: 5890"><p>Intimidation is about making people afraid of the consequences of not doing what you say.</p><p></p><p>It DOES NOT HAVE TO BE "Help me or I'll hit you in the face". If that's all intimidate is, chuck the skill entirely, because characters can threaten to hit people in the face without it, and how scary that prospect is has very little to do with their charisma, and you're basically condemning anyone who takes the skill as their social skill to sit out of 90% of negotiations.</p><p></p><p>I honestly cannot think of an adventuring scenario where there can be no possible way that the fears of the target simply cannot be played upon at all. Bad things live on the borderlands. Someone else might get the treasure first. Another duke is massing forces.</p><p></p><p>Bluff apparently covers lying to the NPC in just about any way - so if your players were to tell the NPC that there's horrible things on the borderlands when they know that they're lying, they'd get a success. But if there really ARE horrible things there, then they earn an automatic failure?</p><p></p><p>"While you may not trust us too closely lord, surely you trust lord blackheart less" or "While you send your scouts to confirm our story lord, your foes grow ever stronger".</p><p></p><p>That's the one line summaries. Again - look to bluff for how wide a social skill can be.</p><p></p><p></p><p>That has nothing to do with the idiocy of making intimidate the skill to take when you want to make someone scared you might punch them in the face.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4203829, member: 5890"] Intimidation is about making people afraid of the consequences of not doing what you say. It DOES NOT HAVE TO BE "Help me or I'll hit you in the face". If that's all intimidate is, chuck the skill entirely, because characters can threaten to hit people in the face without it, and how scary that prospect is has very little to do with their charisma, and you're basically condemning anyone who takes the skill as their social skill to sit out of 90% of negotiations. I honestly cannot think of an adventuring scenario where there can be no possible way that the fears of the target simply cannot be played upon at all. Bad things live on the borderlands. Someone else might get the treasure first. Another duke is massing forces. Bluff apparently covers lying to the NPC in just about any way - so if your players were to tell the NPC that there's horrible things on the borderlands when they know that they're lying, they'd get a success. But if there really ARE horrible things there, then they earn an automatic failure? "While you may not trust us too closely lord, surely you trust lord blackheart less" or "While you send your scouts to confirm our story lord, your foes grow ever stronger". That's the one line summaries. Again - look to bluff for how wide a social skill can be. That has nothing to do with the idiocy of making intimidate the skill to take when you want to make someone scared you might punch them in the face. [/QUOTE]
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Excerpt: skill challenges
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