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Inditidate - What the...?
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<blockquote data-quote="AuraSeer" data-source="post: 434959" data-attributes="member: 1331"><p>Intimidation doesn't just mean scaring people; it means scaring people into doing what you want. Being huge and dangerous may cause people to run away, but it won't make them inclined to assist you.</p><p></p><p>If the party is trying to get information from a captive, it may not help for the half-orc to brandish his axe and yell "Hulk smash!". In some cases, if the captive thinks he's more valuable alive, he may not believe the party would actually harm him. Conversely, if the captive does believe the show of ferocity, he might think the PCs are planning to kill him whether he talks or not. Either way, he has nothing to gain from revealing his information.</p><p></p><p>The rogue, on the other hand, can make believable threats even if he hasn't the real ability to carry them out. What's more, he can convince the target that cooperating is a way to avoid those threats.</p><p></p><p>Having obvious advantages over the target, such as towering over him while wielding an axe, should be good for a circumstance bonus to the Intimidate check. Conversely, you get a circumstance penalty if the target thinks has an advantage. (It's damn hard to scare the king when you're surrounded by his army.)</p><p></p><p>[house rule]</p><p>IMC I've increased the base Intimidate difficulty, to 20+HD. I think it should be even higher for adventurer types, but I'm not sure how to do that without making a Com1 unreasonably resistant.</p><p></p><p>I'm toying with the idea of adding the target's highest ability score bonus to the DC. No matter if that score is Charisma or Strength or whatever; if you're really good at whatever you do, you have more self-confidence and are harder to intimidate. This would make adventurers and monsters much harder to intimidate, while leaving commoners and NPC classes at a lower DC. (However, I haven't playtested or even fully analyzed this rule, so I'm not sure whether it'd be feasible.)</p><p>[/house rule]</p></blockquote><p></p>
[QUOTE="AuraSeer, post: 434959, member: 1331"] Intimidation doesn't just mean scaring people; it means scaring people into doing what you want. Being huge and dangerous may cause people to run away, but it won't make them inclined to assist you. If the party is trying to get information from a captive, it may not help for the half-orc to brandish his axe and yell "Hulk smash!". In some cases, if the captive thinks he's more valuable alive, he may not believe the party would actually harm him. Conversely, if the captive does believe the show of ferocity, he might think the PCs are planning to kill him whether he talks or not. Either way, he has nothing to gain from revealing his information. The rogue, on the other hand, can make believable threats even if he hasn't the real ability to carry them out. What's more, he can convince the target that cooperating is a way to avoid those threats. Having obvious advantages over the target, such as towering over him while wielding an axe, should be good for a circumstance bonus to the Intimidate check. Conversely, you get a circumstance penalty if the target thinks has an advantage. (It's damn hard to scare the king when you're surrounded by his army.) [house rule] IMC I've increased the base Intimidate difficulty, to 20+HD. I think it should be even higher for adventurer types, but I'm not sure how to do that without making a Com1 unreasonably resistant. I'm toying with the idea of adding the target's highest ability score bonus to the DC. No matter if that score is Charisma or Strength or whatever; if you're really good at whatever you do, you have more self-confidence and are harder to intimidate. This would make adventurers and monsters much harder to intimidate, while leaving commoners and NPC classes at a lower DC. (However, I haven't playtested or even fully analyzed this rule, so I'm not sure whether it'd be feasible.) [/house rule] [/QUOTE]
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