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Intimidation DCs
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<blockquote data-quote="Bawylie" data-source="post: 6986585" data-attributes="member: 6776133"><p>The same way you set a DC for anything. </p><p></p><p>Make sure you know what the character is trying to do and how they want to go about it. Then, </p><p></p><p>Determine if the action can fail. If so,</p><p>Determine if the action can succeed. If so, judge whether or not success is very likely (DC 10), somewhat likely (DC 15), or unlikely (DC 20). </p><p></p><p>Adjust a point or two up or down in consideration of the remaining situations (one is armed/wounded while the other isn't, etc). </p><p></p><p>Ask for the roll, narrate the results. </p><p></p><p>For example. The Dwarf Fighter wants to glean any information he can from the Goblin prisoner. The goblin will give up any information so long as it thinks it will escape alive. As the dwarf begins his intimidation ("Tell me what I want to know or your skull will adorn my beard!!) I believe the goblin will automatically respond favorably (he wants very badly to survive) so I don't need a DC yet. </p><p></p><p>"I'll tell you everything! Just please let me go," the goblin whimpers. </p><p></p><p>Now the dwarf could make an assurance that they will let the goblin go, and accordingly the dwarf would not fail to get the info. But, if the dwarf did not make any assurances, the goblin would be in a position wherein we don't know exactly how it might respond. </p><p></p><p>"You want to save your own skin? No, we're past that! Where's my beard kit?"</p><p></p><p>I figure in this situation, the goblin is just as likely as not to cough up the info or concoct some desperate gamble so I set my DC at 15 and ask for the roll. </p><p></p><p>It didn't have to be that way, though. The dwarf might've changed tactics in response to the goblin and thus eliminated (or perhaps assured) the possibility of failure. Either way, I don't set a DC until *I Don't Know* what happens next. And the DC I set is based on how likely I feel the player's declared action will be to achieve the player's intent. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Bawylie, post: 6986585, member: 6776133"] The same way you set a DC for anything. Make sure you know what the character is trying to do and how they want to go about it. Then, Determine if the action can fail. If so, Determine if the action can succeed. If so, judge whether or not success is very likely (DC 10), somewhat likely (DC 15), or unlikely (DC 20). Adjust a point or two up or down in consideration of the remaining situations (one is armed/wounded while the other isn't, etc). Ask for the roll, narrate the results. For example. The Dwarf Fighter wants to glean any information he can from the Goblin prisoner. The goblin will give up any information so long as it thinks it will escape alive. As the dwarf begins his intimidation ("Tell me what I want to know or your skull will adorn my beard!!) I believe the goblin will automatically respond favorably (he wants very badly to survive) so I don't need a DC yet. "I'll tell you everything! Just please let me go," the goblin whimpers. Now the dwarf could make an assurance that they will let the goblin go, and accordingly the dwarf would not fail to get the info. But, if the dwarf did not make any assurances, the goblin would be in a position wherein we don't know exactly how it might respond. "You want to save your own skin? No, we're past that! Where's my beard kit?" I figure in this situation, the goblin is just as likely as not to cough up the info or concoct some desperate gamble so I set my DC at 15 and ask for the roll. It didn't have to be that way, though. The dwarf might've changed tactics in response to the goblin and thus eliminated (or perhaps assured) the possibility of failure. Either way, I don't set a DC until *I Don't Know* what happens next. And the DC I set is based on how likely I feel the player's declared action will be to achieve the player's intent. Sent from my iPhone using Tapatalk [/QUOTE]
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