Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]

So miner 1 hit Reks for 3 bludgeoning damage and the Aqualish hit you for 4 points of bludgeoning damage (your Reflex Defense when you have both lightsabers out and with lightsaber defense gives you +2 for a 18)

Now it is everyone on your side's Action and then the five miners who are still fighting and the aqualish's turn. The 10 miners over on the other side appear to have been intimidated and persuaded enough that they are not going to do anything unless you attack them.
 

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Should we post in order of initiative? If so, can we get an initiative list?

Disregard, I see you mentioned group initiative in the IC. Thanks!
 
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If you are doing as part of another action (i.e. making an attack to intimidate, etc.) I would normally rule that it does not require a separate action.
I think the logic in 3.5, Pathfinder and SWS (which all go 1 action to Intimidate) is that if you're concentrating on aiming, finding an opening and preventing your enemies from hiting you back (i.e. concentrating on combat), then you're not any more intimidating than your usual self. On the other, if you're concentrating on looking cool and impressive and utterly bad-ass sure of yourself, then you're not concentrating on the above combat/survival actions. On the game-balance side, social attacks can be hugely influencial on the course of an encounter, and they remain attacks (making the opposition do something they don't want to do). Getting more than one of those a round usually requires a Feat or Talent.

(Plus, using Intimidate every round in combat (because the rules say you can while still attacking) seems kind of off to me...)

I'd suggest making it a feat or part of a talent tree for those who want to go that way? Or maybe going Disadvantage on the attack and the Intimidate if you want something more general? That might be a good middle ground.

That's my 2 creds anyway. Something to think about.
 


There are six people attacking you right now. The aqualish is the one egging them on... NOTE also that I posted all the badguys write up over in the Rogues Gallery. I plan on doing this anytime you fight someone, not just see them...

As for the actions maybe... right now I want to stick with keeping it easy, so it will be an action in some situations and not an action in others. We will just play it by ear...
 


I think the logic in 3.5, and I assume the others, for requiring discrete actions for certain uses of social and other skills was based on mechanical balance. Intimidate as a combat action actually contributed a mechanical effect, as did Bluff and other social skills. You could demoralize an opponent and cause them to have the Shakened condition with Intimidate or feint in combat using Bluff and cause them to lose their DEX bonus to AC. If you could do that for free each round, it's just a little OP, without the investment of feats or talents.

I don't believe the same is true in 5E. Instead, it's entirely up to the GM's adjudication on what can be possible through skill use (particularly social skills) and what effects that might have during combat. I'm not sure that is a reasonable trade-off there, unless the GM has previously set forth what can be accomplished through skill use. I actually kind of prefer not having much in the way of in-combat mechanical benefits attached as you end up with Diplomancer type characters.

With that said, if you're attacking and trying to intimidate at the same time, I don't know if there even needs to be a roll. An enemy's morale is going to be largely dependent on whether your battle skills are backing up your trash talking. Alternately, one could flavor an intimidate or persuasion action using alternate descriptions, such as shooting the ground at the enemy's feet like the Gand did or pulling out a medpak to try to get folks to stand down in order to care for the injured like Cal did.
 

Yes they all moved forward to attack you with their heavy wrenches or other big mining tools. So they might be getting advantage on your next turn as they surround you...
 

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