I remember designing my own little quick RPG and in it Bluff, Threaten, and Persuade have different rolls and roles.
Basically, the higher you roll, the more the target agrees to do for and risk for you.
The lower you roll, the less the target does for you and more they might harm you.
Persuade/Persuasion is the safe option. You cannot roll under 0 and make the target more hostile.
Bluff/Deception is the manipulative option. You can keep trying but you get a penalty based on the target's Intelligence every time to try to roll higher.
Threaten/Intimidate is the risky option, You automatically get -X to your roll based on the target's Bravery. But you get to roll 2 dice and add the result. So you can roll high and scare the target into doing a lot. Or you can roll low, fail, and lock the target into more hostile.
Thus Intimidate worse best on cowards whereas Deception worked best on idiots.
So you would want to roll other skills to see if you were dealing with a moron or wuss first.
This is essentially how 4e skill challenges were supposed to work.
Basically, the higher you roll, the more the target agrees to do for and risk for you.
The lower you roll, the less the target does for you and more they might harm you.
Persuade/Persuasion is the safe option. You cannot roll under 0 and make the target more hostile.
Bluff/Deception is the manipulative option. You can keep trying but you get a penalty based on the target's Intelligence every time to try to roll higher.
Threaten/Intimidate is the risky option, You automatically get -X to your roll based on the target's Bravery. But you get to roll 2 dice and add the result. So you can roll high and scare the target into doing a lot. Or you can roll low, fail, and lock the target into more hostile.
Thus Intimidate worse best on cowards whereas Deception worked best on idiots.
So you would want to roll other skills to see if you were dealing with a moron or wuss first.
This is essentially how 4e skill challenges were supposed to work.