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Intimidate

We played last night and other PC had 18 ranks in this skill, sort of made a mockery of game, where's the rule mod to include Will save or own class level to resist. As this skill as it stands both in D20 and T20 stinks.
 
Well my first thought is a 15th level character who has the threat of violence down to an art should be pretty scary (You talkin to me!) ;)

As I read it there is no save just the DC check (10 + "victim's" level + "victim's" Will bonus). That's a little like the level and Will save.

Still your 'pal' would walk all over most folk, yep, but someday he's gonna roll a 1 and find that obstinate sob who won't take his abuse and shoots him (remember T20 is lethal even for high level characters). I make them roll even when allowed to Take 10 for this reason (or I'll roll it myself behind the screen for even better effect).

Of course I have not a clue of the actual game use (or abuse) that was played out so this is all conjecture. My own personal experience of using it as a (lower level) PC was disappointing, never did change anybody's reaction (missed the roll) and finally stopped trying.

Sounds to me like the referee needs a little help in providing a suitable challenge for this character?
 
I'm giong to run a character tonight that has a +15 to intimidate. Combine that with a high liaison and a good bluff as well as a high K/law and SOC 22, I expect to have a lot of NPC's doing just what he says.

As long as the Ref doesn't send us on some kind of bug hunt...
 
I would use situational modifiers based on the situation and also have the player roleplay intimidating the "hapless" NPC with the roleplay modifying the opposed check. This would make intimidating less of a given.

Hmmm checked the current SRD's.
3.5 has:
"The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile)." d20 Modern has 10 minutes and no mention of an attitude shift.

Casey
 
Casey is right, you must add a bonus (or minus) to the NPC's will save based on the circumstance of what is happening. Even a lowly clerk will stand up to an intimidate check if he is in his enviroment and surrounded by what he considers supporting items (i.e., fellow clerks, his little fiefdom of government forms,his little desk with his cat's picture on it, etc.).

However, if you do a little role playing, add some Bluff, a dash of Liason or Bribe, you make the game far better than some PC who decided to take the lazy way out by red-lining a skill and then using to steamroller their way through an adventure. As a GM, I guess I would let a PC use Intimidate as a roleplaying aid on an occasional basis, but would prepare many an encounter where the PC would later get his shorts handed to him when he tries to ubermax his way through an adventure.

...and just remember, some of those people who get intimidated early in an adventure will start to rethink what happened and, as good ol' Casey reminds us, their reaction will ALWAYS be negative! I, for one, don't want some pissed off paperpusher in charge of health requirements sending me to have a mandatory procto exam on a daily basis or a custom official deciding the my ship was "randomly" chosen for a bow to stern full inspection!!...with scanners and Imperial Marines!! :eek:
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Hello.
And who say's that lowly clerk dosn't have friends.
Someone who uses intimidate to get their own way will use it more and more because it works, eventualy they will piss of someone who will do something about it and they will have a lot of helpers.
Bye.
 
Pagan Priest hit the nail on the head, using synergy bonuses hes unstoppable even equal level caracters cant stand up against this skill and that sucks!
 
Pagan Priest hit the nail on the head, using synergy bonuses hes unstoppable even equal level caracters cant stand up against this skill and that sucks!
 
Just double checking, since you seem to be having no fun, he's not getting to use it against Player Characters is he?

Still if you're having no fun at all you might take a book from the page of a friend who had some PC vs PC roleplayed trouble in a game and hire "professional help" ;) ;) Only as a next to last resort mind you. Before that just mention to the player and referee that you're not finding it much fun, try and work something out.

And a word to your referee: "Mutiny"
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"There is strength in numbers! He can't take us all mates!"

Or if you're up for it, another fun tactic might be next time his PC goes to play the heavy on someone, your PC stands behind him making silly faces, and bunny ears behind his head, yawn a lot and mouth the words as he says them too, that should be good for a few negatives on his check and if the focus of his skill is grinning or laughing out loud it'll blow the PC's mind
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OK, second thoughts, don't want to spoil his fun either so definately take all the above with a grain of salt, except the talk about it part, do that next chance.
 
What is going on in this campaign?! :eek:
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You NEVER get to use an Intimidate skill against another PC, only NPCs are able to be intimidated!! Against fellow PCs, ROLE-PLAYING is used!! (although your GM may add some variable modifiers)

It is becoming apparent that either your GM hasen't read or understood the rules, has "caved-in" under a particular player's pressure to allow him to do what he wants to do, or your style of play(role-playing) is clashing with the other players/GM style of play(some type of ego/powertripping godfest). In any case, you need to talk to the GM alone, explain your concerns, clarify the rules, and then calmly listen to his explanation. If he(generic"he") refuses to change or continues to allow the one PC to intimidate both the NPCs,PCs, and the storyline, then take a walk from the group!!

Some people use role-playing to escape from reality AND have fun with a group of friends. Others are the stereotypical scary people who seem to need to overcome disadvantages in their real life by forcing people to "respect" or "obey" them in a role-playing group. These type of people ALWAYS max out certain aspects of their characters and never seem to be anything less than either the most powerful or equal to the most powerful character in the game.
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Although THEY enjoy it and will always vocally defend their choice, they rarely change and will almost never quite understand your concerns.

In my 30+ years of role-playing games, I once and a while run into groups where (for want of a better word), power-gaming, is the norm. Everyone is all powerful,stats are maxed,equipment is off the charts, and these people seem to enjoy it. :confused: One session with these types of groups, always leaves me empty and I rarely enjoy the night. In all fairness, these types of groups seem to enjoy themselves, so the game is fullfilling it's design, but I always notice that they usually fail to attract new members. In addition, players from these types of groups rarely mesh well when introduced to another group; always complaining to the GM and making fun of players who fail to "exploit" the gaming system 100%. :rolleyes:

In the end, the game is designed and intended to be fun for YOU!!
You don't always win,get your way,or get rewarded like you should, but you should be able to say at the end of the night that you had fun!If this doesn't happen, change games,GMs (AFTER YOUR TALK), or fellow players, because if YOU do not act, things will never change.

Here's hoping for a better run next time!! :D
 
If he's got 18 ranks (rather than a +18 total intimidate), he SHOULD be scary... if a take5 results in enough, he should radiate that "I hate People", "I'm a mob enforcer" kind of aura... people pick up on it.

Make certain that the GM is pointing out that the character is default-intimidating waitresses (who will hurry to get orders, and probably make mistakes), potential dates (who are likely to scream rape if he tries ANYTHING), local shop keepers (who will try to rush himm out politely, as he scares off customers), police, who will be nervous and ready to draw down on him. Or rough him up for no reason at all, on grounds of "I thoguht I saw a gun, Sir."

And, let us not forget, most worlds in Travller are NOT the US... due process is often much less...
 
Look the player is not using this skill against any other player, so all can carm down and take deep breaths. He has maxed out Intimidate and bluff and taken a Noble. All up hes getting around the 18 mark maybe a little more for his characters score for the check. But seeing on how hes using this as his main form of PC to NPC negotiations the GM has cracked the wahs and said from now on every imperial official will have this skill.
 
Originally posted by far-trader:
"There is strength in numbers! He can't take us all mates!"
I suspect that would fall into the aid another action ... thus allowing +2 from each other character that got >=10 in their roll to the roll of the primary character.

Another good point is that Intimidate will not actually make people like you, just act as if they do:
That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated.

from SRD 3.5
If they can get out of the intimidator's presence they probably will, and if they have a decent chance at taking a potshot at them without being seen they might do that too. Backing someone into a corner is all well and good, but sometimes a cornered rat has a worse bite than you would expect!

As the GM I'd be giving this guy a mean and nasty reputation, and depending upon how he roleplays his intimidations he would either be a very unpopular person (except with a few toadying NPCs) or someone who has a price on his head. But, if he only uses it at appropriate intervals and he is roleplaying that sort of character then I can imagine letting him be very successful on most NPCs.
 
Thx Falkayn, I agree with your accessment Ill pass it on to the GM. As chopper Reed once said, "Martial Arts are all well and good but the only person I'm affraid of is the guy with the sawn off double barrel shot gun."
 
Just remember that you sometiems get more flies with honey than with a stick. Not all situations can be properly dealt with Intimadation. Sometimes you have to be diplomatic. No matter how intimadeting you are the person on the inside of the the Space Station is not going to let you in the Air Lock if you have just scarred them. And if you go arround bullying everone you meet you are not making any freinds. Maby you are getting them to do what you want them to do at that time, but when you need a friend to help you when you are down you are S.O.L.
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Originally posted by far-trader:
"There is strength in numbers! He can't take us all mates!"

Someone good at intimadation knows you don't have to "take them all" just the person who is standing up and trying to "rally the troops" (a good example is at the end of the move "Wyatt Earp"(the flashback sene with the mob at the jail)
All that aside push someone to far and they snap making the act of intimadation vary risky. For example that shopkeeper you just scared some info out of has been paying "protecton" to the local underworld and they don't take kindly to someone else pushing around there investments.
 
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