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Personally, I use "Situational" modifiers when it comes to GMing checks like Diplomacy and Intimidate. For a horde of mooks, let the one with the best will save, or the non mook "leader" of the NPC's make the save for the group, with each mook adding +1 to the leaders save. If it's something more akin to a band of enemy adventurers, start with the one with the highest save. If he succeeds, add +1 to the next one's check. If he routs, subtract one. This leads to domino style rallies and routs. Will there be severe punishment for running away? +2 morale bonus. Your reputation for bloodshed proceeded you and they know EXACTLY what you did to the last group you fought? -4 Morale bonus. Circumstances can make even a normally cowardly bunch brave.