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Help me DM an interrogation
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<blockquote data-quote="Whimsical" data-source="post: 2122374" data-attributes="member: 3976"><p>Also, Unearthed Arcana has rules for how to set up an scenario so that the player needs to make multiple successes with a skill check before you get what you want.</p><p></p><p>There's a skill system in <a href="http://enworld.rpgshop.com/product_info.php?products_id=32635&" target="_blank">Tournaments, Fairs & Taverns</a> intended for competitions, such as armwresling, where you add and subtract the differences of multiple opposed skill checks before you get a result. For example, if the players decide to use Intimidate for their interrogation, then you can decide how much positive difference in opposed checks they need to make before he cracks. First you set your "marker" at zero and determine that the marker has to meet or beat a 10 before he breaks. So the players roll a 20 for their Intimidate, and the NPC rolls 15 on his defense (d20 + level + wis + fear resistance). The players have moved the marker from 0 to 5. Next round, they try again the rolls are 14 and 21, so they lose seven points, so the marker is set at -2, and so on. They may crack him in one round, several rounds, or just give up. They could also try to use Diplomacy, or perhaps Bluff or Gather Information, or maybe a mix of skills. Don't forget to throw in any circumstance bonuses and penalties for each side that you can think of. A visual representation of the marker can help draw the players into the excitement of the interaction.</p></blockquote><p></p>
[QUOTE="Whimsical, post: 2122374, member: 3976"] Also, Unearthed Arcana has rules for how to set up an scenario so that the player needs to make multiple successes with a skill check before you get what you want. There's a skill system in [url=http://enworld.rpgshop.com/product_info.php?products_id=32635&]Tournaments, Fairs & Taverns[/url] intended for competitions, such as armwresling, where you add and subtract the differences of multiple opposed skill checks before you get a result. For example, if the players decide to use Intimidate for their interrogation, then you can decide how much positive difference in opposed checks they need to make before he cracks. First you set your "marker" at zero and determine that the marker has to meet or beat a 10 before he breaks. So the players roll a 20 for their Intimidate, and the NPC rolls 15 on his defense (d20 + level + wis + fear resistance). The players have moved the marker from 0 to 5. Next round, they try again the rolls are 14 and 21, so they lose seven points, so the marker is set at -2, and so on. They may crack him in one round, several rounds, or just give up. They could also try to use Diplomacy, or perhaps Bluff or Gather Information, or maybe a mix of skills. Don't forget to throw in any circumstance bonuses and penalties for each side that you can think of. A visual representation of the marker can help draw the players into the excitement of the interaction. [/QUOTE]
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