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General Tabletop Discussion
*Pathfinder & Starfinder
Intimidate in combat: viable?
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<blockquote data-quote="jbear" data-source="post: 4820117" data-attributes="member: 75065"><p>Ok, well... seems the discussions is a bit touchy, and I don't know if my answer to your question will seem useful, but here goes anyway...</p><p> </p><p>My players are big fans of using Intimidate. I believe it was errata'd to a minor action, so you can use it once an encounter without blowing an attack. </p><p> </p><p>Edit: errr... don't know why I thought I read that somewhere. Not the case... Ok, standard Action.</p><p>Well, In my game my players enjoy intimidating so much that it's staying a minor action. Anyway...</p><p> </p><p>I rule it the following way (obviously completely my own personal ruling): If the fight isn't clearly in the favour of the PC's and the leader is still alive then PC's can use intimidate to penalise all bloodied enemies that can see the person intimidating with a -2 to attack rolls until the end of the PC's next turn. Non-stackable with other people intimidating, so best to take turns. If the leader is bloodied but he still has the majority of his troops still up and fighting strong... same deal.</p><p> </p><p>If the leader was dead, then any bloodied creatures would surrender... the fight would be over. If the leader was bloodied and his troops slaughtered, he would most likely surrender too (under most normal circumstances).</p><p> </p><p>I prefer it this way because the skill can be useful mid-combat before the fight enters the 'lapping up the left-overs' stage and end a fight when the outcome is decided without grinding it til the last man falls. My monsters also use intimidate on bloodied PC's to inflict the same -2 penalty. Seems a lot fairer than forcing their charcter to surrender just because that's what is implied in the rules.</p><p> </p><p>I imagine you wouldn't like your character to be forced to surrender as soon as he was bloodied, just before you took one of the 10 healing potions on your belt or your leader used one of the many healing powers he has left to get you back to full HPs, just because the enemies acted first. I wouldn't rule this as fair. The same goes for the monsters. Hence my house ruling described above.</p><p> </p><p>I'd enjoy your character in my game I'm sure. And he would have many opportunities to shine with his incredible aura of pure fear that surrounds him. But it would have to be used appropriately. I wouldn't increase DC's on you, I would just reduce/change the effect it had on those you are intimidating if I deemed it impossible to achieve surrender given the circumstances.</p><p> </p><p>Anyway, that's what you'd be dealing with in my game. But hey, that's just my game. Best person to check this out with is your DM.</p></blockquote><p></p>
[QUOTE="jbear, post: 4820117, member: 75065"] Ok, well... seems the discussions is a bit touchy, and I don't know if my answer to your question will seem useful, but here goes anyway... My players are big fans of using Intimidate. I believe it was errata'd to a minor action, so you can use it once an encounter without blowing an attack. Edit: errr... don't know why I thought I read that somewhere. Not the case... Ok, standard Action. Well, In my game my players enjoy intimidating so much that it's staying a minor action. Anyway... I rule it the following way (obviously completely my own personal ruling): If the fight isn't clearly in the favour of the PC's and the leader is still alive then PC's can use intimidate to penalise all bloodied enemies that can see the person intimidating with a -2 to attack rolls until the end of the PC's next turn. Non-stackable with other people intimidating, so best to take turns. If the leader is bloodied but he still has the majority of his troops still up and fighting strong... same deal. If the leader was dead, then any bloodied creatures would surrender... the fight would be over. If the leader was bloodied and his troops slaughtered, he would most likely surrender too (under most normal circumstances). I prefer it this way because the skill can be useful mid-combat before the fight enters the 'lapping up the left-overs' stage and end a fight when the outcome is decided without grinding it til the last man falls. My monsters also use intimidate on bloodied PC's to inflict the same -2 penalty. Seems a lot fairer than forcing their charcter to surrender just because that's what is implied in the rules. I imagine you wouldn't like your character to be forced to surrender as soon as he was bloodied, just before you took one of the 10 healing potions on your belt or your leader used one of the many healing powers he has left to get you back to full HPs, just because the enemies acted first. I wouldn't rule this as fair. The same goes for the monsters. Hence my house ruling described above. I'd enjoy your character in my game I'm sure. And he would have many opportunities to shine with his incredible aura of pure fear that surrounds him. But it would have to be used appropriately. I wouldn't increase DC's on you, I would just reduce/change the effect it had on those you are intimidating if I deemed it impossible to achieve surrender given the circumstances. Anyway, that's what you'd be dealing with in my game. But hey, that's just my game. Best person to check this out with is your DM. [/QUOTE]
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Intimidate in combat: viable?
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