
![]() |

Two ponderings: How do you handle them vs. npcs. (also, how do they "save" against them)
Also, how do you handle them PC vs. PC?
I ask because they were never used in my 9 years of South games against PCs (Wheel of Time, Star Wars, D&D) before (it was all roleplayed), and it just came up with my (4 months old) North group. Everybody is trying to(roll) intimidate the hell out of each other into doing what they want.
I liked the rp'ing. But I want to know what you all do and how you or your DM's handle it.

Pavlovian |

In my group, this is a skill only usable against NPCs. Interaction between players is always played out. However, occasionally someone rolls their score, and lets us know how much he has. This is done not to get the other one to save but just to let them know: "remember, I play someone who is intimidating or a savvy smooth-talker."
Such stats should always be role-played imo.

SigmaX0 |

Our group has this come up quite often, as our characters are often engaging in banter with each other. We're open to using social skills on each other, and the DM usually just asks the PC in question to take into account the result once the dice have been rolled. So, if you're having an argument with another player in character, you can attempt to change the mindset of the other player by augmenting your point with a diplomacy roll. If you roll well, the other player should be more receptive to your points in their role playing. If you roll a good bluff, you should act like you believe what they're telling you. We don't play it like you have to completely change the way you act, but more of a subtle influence.

![]() |

The only interaction skills I let the players use on one another is Bluff vs. Sense Motive.
Intimidate only works with the "Demoralize" action, but can't be used to change a PC's attitude. PCs decide their own attitudes.
I do remind PCs to try not to negate the premise of another person's character. But that's generally just a good role-playing reminder anyway.