PC skill vs. PC

roguerouge

First Post
Can your PC bluff/intimidate/diplomacy/sense motive another PC? I've always heard that the answer was no, but I can't find anything explicit in the rules.
 

log in or register to remove this ad


PC skill vs. PC skill

What I mean is, "I rolled a 20 on my intimidate. Your fighter is now afraid of my pixie rogue! Grovel before me!" I'm a player, not the dm, so I'm just curious to know in case this situation comes up...
 


roguerouge said:
Can your PC bluff/intimidate/diplomacy/sense motive another PC? I've always heard that the answer was no, but I can't find anything explicit in the rules.

The answer is that there is no rule other than rule 0 to stop you from doing this.

However I have found that it is VERY bad to use skills unless all the players agree a head of time how they are to be used in the party. We use them as role playing aids… someone in your group may not feel that way.
 

This has only come up a couple times in our gaming. And both times that I can remember had to do with the party being split on the next course of action. The group decided it would be more fun to use opposed checks and roleplay it. The second time it happened, the barbarian in the group used his intimidate skill to try and coerce the group into entering a cave to hunt down a group of hobgoblins they'd been chasing. Surprisingly, the mage wasn't intimidated. The mage then used his diplomacy skill and convinced the barbarian not to rush in, but do some planning before entering an enclosed space. It was funny because the group played it out so well. The mage had beat the barbarian's diplomacy check by something like 20 points. So, the barbarian became enamoured with the mage's wisdom and looked at the mage like he was some kind of sage, hanging on his every word. The group loved having their barbarian reigned in for a while, but a failed attempt by the mage later on to coerce one of the hobgoblins to turn on his cohorts brought the barbarian back to his "senses" and realize that the fear of death gets more answers than all that fancy talk. It was fun to see the players using their character's skills and opinions and tactics to problem solve as a group instead of their own personalities. I'm actually following another thread about a complex skill check system that would work like combat. It's a really interesting idea and one I'm thinking about introducing to the group.
 

roguerouge said:
Can your PC bluff/intimidate/diplomacy/sense motive another PC? I've always heard that the answer was no, but I can't find anything explicit in the rules.
The general rule is no, you can't use these skills against the PCs. Some exceptions might be towards feinting in combat.

I think the best advice is to roleplay the results out. Still, there are some situations in which the player might see is unreasonable to do what someone "skill checked" him to do - in such case, he should still be able to do what he prefers instead, but he might suffer a penalty - like a -2 penalty to all checks and rolls involving the action he performs instead, or being shaken. Unless powerful magic is involved, players should always retain control over their characters...
Just ensure that your group agrees to these rules, and you should be fine.
 

I recall reading somewhere that you couldn't use it on another PC, but only on NPCs. I guess if your group is mature enough to roleplay it it out, then go ahead...
 

I agree, the spirit of good roleplaying means you should try to play out the skills.

For example, the barbarian vs the rogue pixie, argument. The barbarian backs off, later whispering to the wizard, "I have never seen such conviction on Phain's face before. It was....disturbing."
 

Under the rules as written diplomacy can only be used on non pcs.

From the srd

Diplomacy (Cha)
Check
You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check;
Emphasis added

Bluff, intimidate, and sense motive don't have this language, though intimidate is a little ambiguous

You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.)
 

Remove ads

Top