Mustrum_Ridcully
Legend
I think the Hit Die idea is okay.
The more Hit Dies a character his, the more experienced he is. A character with many hit dies has earned them by surviving several threats...
A wizard capable of throwing a fireball is not so easy to be intimidated. But a Barbarian of the same level already encountered some wizards throwing fireballs - AT HIM... No reason to become shaken by someone a wizard doesn`t fear...
A Will Save is a save against mental influence due to magical (or supernatural) means. A Barbarians mind is quite easy (getting hit, hit, becoming angry, hitting harder), so it is easy to influence him by magic. A Wizard on the other hand, thinks in complex magic formulas...
A Fortitude Save is a save against a influence at your body that harms you.
Intimidating isn`t something that influences your mind (magically) or your body (at least not to directly harm it.).
So I think 10+Hit Dies is the best DC for it.
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To the Diplomacy thing: It might sound interesting, at the first glance, to make some kind of "combat" around Diplomacy.
(Bard: I throw a new Argument at him.
D20+Diplomacy = 31.
Opponent: 21.
Bard: Great, that hit. I inflict 1d6+CHA = 9 points of argumental damage...)
Rogue: Okay, know I try to use his argument, and try to make him contradict himself. I roll Bluff 23.
Opponent rolls 21.
Rogue: Great, I did it. 1d6 + 3d6 (sneak) contradictary damage + INT. Haha. Now that will hurt is position!)
But on the other hand, Roleplaying is more than just rolling some dies. If you really want to have fun with "diplomacy", it might be better to roleplay it. That`s not easy, and especially if someone is not very eleborate, it might become hard. The best way might be to throw some arguments, and using their "quality" as a modifier to combat.
(The other way - first rolling and then roleplaying the result, is especially useful if both, player and DM find good - and bad - arguments fast enough...)
The more Hit Dies a character his, the more experienced he is. A character with many hit dies has earned them by surviving several threats...
A wizard capable of throwing a fireball is not so easy to be intimidated. But a Barbarian of the same level already encountered some wizards throwing fireballs - AT HIM... No reason to become shaken by someone a wizard doesn`t fear...
A Will Save is a save against mental influence due to magical (or supernatural) means. A Barbarians mind is quite easy (getting hit, hit, becoming angry, hitting harder), so it is easy to influence him by magic. A Wizard on the other hand, thinks in complex magic formulas...
A Fortitude Save is a save against a influence at your body that harms you.
Intimidating isn`t something that influences your mind (magically) or your body (at least not to directly harm it.).
So I think 10+Hit Dies is the best DC for it.
--------
To the Diplomacy thing: It might sound interesting, at the first glance, to make some kind of "combat" around Diplomacy.
(Bard: I throw a new Argument at him.
D20+Diplomacy = 31.
Opponent: 21.
Bard: Great, that hit. I inflict 1d6+CHA = 9 points of argumental damage...)
Rogue: Okay, know I try to use his argument, and try to make him contradict himself. I roll Bluff 23.
Opponent rolls 21.
Rogue: Great, I did it. 1d6 + 3d6 (sneak) contradictary damage + INT. Haha. Now that will hurt is position!)
But on the other hand, Roleplaying is more than just rolling some dies. If you really want to have fun with "diplomacy", it might be better to roleplay it. That`s not easy, and especially if someone is not very eleborate, it might become hard. The best way might be to throw some arguments, and using their "quality" as a modifier to combat.
(The other way - first rolling and then roleplaying the result, is especially useful if both, player and DM find good - and bad - arguments fast enough...)
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