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Excerpt: skill challenges
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<blockquote data-quote="Dausuul" data-source="post: 4204218" data-attributes="member: 58197"><p>I like the system, though it doesn't tell me much I didn't already know.</p><p></p><p>As for Intimidate, I read that the way I read any rule--"This is how it works except in extraordinary cases, in which case the DM is expected to adjust on the fly." The Jump rules tell you how far you can jump under normal circumstances. They don't include rules for what happens if the party wizard casts <em>gust of wind</em> right behind you at the moment you leap. Does that mean you can't use <em>gust of wind</em> to help you jump farther? Of course not; it just means that under normal circumstances, you can't jump farther than 1 foot per point of your Jump check result.</p><p></p><p>The local leader is proud, arrogant, and used to being in charge. When you attempt physical intimidation, it just makes him mad; hence, most Intimidate checks actually turn him against you. You can't lean on him the way you can lean on some cowardly informant.</p><p></p><p>Does that mean the guy is flat-out immune to intimidation? No, but the party fighter talking tough isn't going to do it. If you present yourselves as emissaries of the emperor, and smoothly but menacingly imply that disobedience will mean an Imperial legion sent to lay waste to the NPC's barony, that's got a much better shot at succeeding. Of course, unless the PCs actually are emissaries of the emperor, a Bluff check would be more appropriate than Intimidate on that one.</p><p></p><p>For that matter, there are circumstances where I'd house-rule the other way too. Normally, trying to bluster or threaten just gives you one auto-failure, but if the attempt is really egregious, it could derail the whole negotiation. For example, if you draw your sword and brandish it, the NPC is likely to call his guards and have you arrested on the spot.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4204218, member: 58197"] I like the system, though it doesn't tell me much I didn't already know. As for Intimidate, I read that the way I read any rule--"This is how it works except in extraordinary cases, in which case the DM is expected to adjust on the fly." The Jump rules tell you how far you can jump under normal circumstances. They don't include rules for what happens if the party wizard casts [i]gust of wind[/i] right behind you at the moment you leap. Does that mean you can't use [i]gust of wind[/i] to help you jump farther? Of course not; it just means that under normal circumstances, you can't jump farther than 1 foot per point of your Jump check result. The local leader is proud, arrogant, and used to being in charge. When you attempt physical intimidation, it just makes him mad; hence, most Intimidate checks actually turn him against you. You can't lean on him the way you can lean on some cowardly informant. Does that mean the guy is flat-out immune to intimidation? No, but the party fighter talking tough isn't going to do it. If you present yourselves as emissaries of the emperor, and smoothly but menacingly imply that disobedience will mean an Imperial legion sent to lay waste to the NPC's barony, that's got a much better shot at succeeding. Of course, unless the PCs actually are emissaries of the emperor, a Bluff check would be more appropriate than Intimidate on that one. For that matter, there are circumstances where I'd house-rule the other way too. Normally, trying to bluster or threaten just gives you one auto-failure, but if the attempt is really egregious, it could derail the whole negotiation. For example, if you draw your sword and brandish it, the NPC is likely to call his guards and have you arrested on the spot. [/QUOTE]
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