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General Tabletop Discussion
*Pathfinder & Starfinder
Intimidate in combat: viable?
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 4829428" data-attributes="member: 81104"><p>I have no problem with the DM allowing such, provided it matches the appropriate tone for his campaign and his players. The OP's recounting of his own experience with his group is a perfect example of this (though, to be fair, I'm assuming that his DM and the other players are as into it as he is).</p><p> </p><p>That said, I don't believe the DM should be shackled to the rules. If it doesn't work for the party/campaign, then he should place limitations on it. Likewise, if some opponents are more/less likely to run away/surrender, I fully support him tweaking the modifiers. Likewise, I have no problem with the DM both allowing it in circumstances which the rules don't allow (minions, last standing foe who isn't yet bloodied, as examples) or flat out disallow it (BBEG for example). Likewise, I have no problem with the DM throwing more difficult encounters at the party based on the assumption that the party is likely able to end the fight early.</p><p> </p><p>Personally, I think its a very interesting build and so long as the party is cool with it, I have no problem with it provided that in certain circumstances it just doesn't work. Indeed, one of my main problems with it is that it gets worse and worse as the players level. The other main problem is having the rest of the party feel like they are just warm-up hitters, but if the party doesn't feel that way, great.</p><p> </p><p>That said, while I think the player can say what he is attempting to achieve, that may not be the result, even on a successful roll. For example, the opponents may not surrender if there is an open avenue of escape - they would run instead. However, I wouldn't normally penalise the player for rolling successfully - even if the plot required the baddies to stay and fight, I would give them some sort of negative for hanging around in the presense of a successful intimidate check.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 4829428, member: 81104"] I have no problem with the DM allowing such, provided it matches the appropriate tone for his campaign and his players. The OP's recounting of his own experience with his group is a perfect example of this (though, to be fair, I'm assuming that his DM and the other players are as into it as he is). That said, I don't believe the DM should be shackled to the rules. If it doesn't work for the party/campaign, then he should place limitations on it. Likewise, if some opponents are more/less likely to run away/surrender, I fully support him tweaking the modifiers. Likewise, I have no problem with the DM both allowing it in circumstances which the rules don't allow (minions, last standing foe who isn't yet bloodied, as examples) or flat out disallow it (BBEG for example). Likewise, I have no problem with the DM throwing more difficult encounters at the party based on the assumption that the party is likely able to end the fight early. Personally, I think its a very interesting build and so long as the party is cool with it, I have no problem with it provided that in certain circumstances it just doesn't work. Indeed, one of my main problems with it is that it gets worse and worse as the players level. The other main problem is having the rest of the party feel like they are just warm-up hitters, but if the party doesn't feel that way, great. That said, while I think the player can say what he is attempting to achieve, that may not be the result, even on a successful roll. For example, the opponents may not surrender if there is an open avenue of escape - they would run instead. However, I wouldn't normally penalise the player for rolling successfully - even if the plot required the baddies to stay and fight, I would give them some sort of negative for hanging around in the presense of a successful intimidate check. [/QUOTE]
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Intimidate in combat: viable?
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