
Farastu |
I've seen characters whom, by RAW could not fail an intimidate roll vs. things up to at least a few hit die above them (aside from things immune to fear conditions anyhow).... anything like that always succeeding seems a bit much to me.
That is my main complaint with the skill.
Has anyone used a better way of handling whether intimidate succeeds or fails so that it isn't an auto success even with things more powerful than the character using it?
Any better systems out there that provide good alternatives for handling the skill?

Farastu |
there's more to it than the issue of enemies being shaken though (honestly, always having easy access to basically giving someone a debuff like that is the least of my concerns here) my main qualm about it is the RP element of it and that it just doesn't make sense for someone to always succeed at a skill (especially in some situations in which success should actually be a challenge IMO).
I don't particularly want to penalize characters for specializing in something (and I don't have anyone actively specializing in this right now, so this is more something I want to deal with for future usage if someone does), but, at the same time, skills aren't magic, there should always be some chance to mess up with them.
In not only real life, but even within fiction in the fantasy genre (at least the greater bulk of it anyhow) even the best person at a given thing can flounder it horribly now and then... so, isn't there a good way to represent this in PF? And intimidate from what I've seen, is especially easy to end up with the always succeeding issue, since there's no modifiers for the situation unlike with diplomacy, bluff, etc...
Maybe the skill needs to be a bit more versatile too if it is made more likely to fail, but, it bugs me that any skill would always auto-succeed, especially against things tougher than the character.

Chess Pwn |

Be the Jerk GM and set the DC to x+his bonus. Where x is the value that gives you the miss percentage you want. And make it so the DC is different for each character. So that way the low skilled people aren't penalized for the good skill guy's skills.
I think it makes perfect sense that someone can always succeed a skill. I think a threatening looking guy looks scary, even if he's nice and peaceful. In game terms, he's using diplomacy but I'm being effected by intimidate.
Plus the effects of the skill don't force anyone to do anything. Also if he's using it in towns and the like then there are consequences, the town watch might be after him, or the town might not do business with him.

blahpers |
4 people marked this as a favorite. |

The skill system in Pathfinder does not have natural 1 or natural 20 behavior. This is by design. If a character is good enough at a skill to succeed on a 1, then they succeed on a 1. Figure out the modifiers (including circumstance), roll (or take 10, if possible), and abide by the result. A character who can stare down a dragon well enough to give it pause is certainly rare but fits a number of tropes.

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Chances are you are not using intimidate correctly if you feel it is overpowered in social settings.
From d20pfsrd:
You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Success: If successful, the opponent will:
•give you information you desire
•take actions that do not endanger it
•offer other limited assistance
After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.
Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
Influence Attitude Action
Using Intimidate to change an opponent’s attitude requires 1 minute of conversation.
Try Again
You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed.

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It's worth noting that the 'make people friendly' use requires a full minute of conversation, same as Diplomacy. And, given the nature of Intimidate, is pretty obvious.
Frankly, if they try to Intimidate powerful people, they should expect a swift and decisive response long before a minute passes: "Are you threatening me?!" followed by violence or a call for their guards seems a very reasonable response in many situations.
Now,if they arrange the situation so that can't happen, well then, they deserve to reap the rewards of their skill checks just like everybody else.

Claxon |
1 person marked this as a favorite. |

I'm fine with Intimidate for it's Demoralize use. That's fine.
But the convincing it to help you (in the manner as diplomacy does) really bothers me. Of course, diplomacy and bluff as written also bother me a lot as well.
I typically tell my players that these abilities will not work all the time upfront. Some characters or creatures will not be persuaded through force or brown-nosing to give you what you want.

Farastu |
Hmmm, I like the idea of applying modifiers to intimidate, that makes sense.
Yeah... other skills can be pushed absurdly high too, that's true. This one just, really stands out to me as being problematic due to how the DC is calculated (which is different than how any other skill DC is calculated) and the lack of situational modifiers (at least officially as far as I can find).

thorin001 |

I'm fine with Intimidate for it's Demoralize use. That's fine.
But the convincing it to help you (in the manner as diplomacy does) really bothers me. Of course, diplomacy and bluff as written also bother me a lot as well.
I typically tell my players that these abilities will not work all the time upfront. Some characters or creatures will not be persuaded through force or brown-nosing to give you what you want.
Really? Paying protection money isn't being 'helpful'? Keeping quiet about being bullied isn't helping the bully?
Unless you know the full motivations and personality of a creature there is no reason to shut down either skill, aside from random dickery. It is fine for a major NPC to be that detailed, but not for random shopkeeper #37 or random bandit #72, that is what the dice are for.

Claxon |

Claxon wrote:I'm fine with Intimidate for it's Demoralize use. That's fine.
But the convincing it to help you (in the manner as diplomacy does) really bothers me. Of course, diplomacy and bluff as written also bother me a lot as well.
I typically tell my players that these abilities will not work all the time upfront. Some characters or creatures will not be persuaded through force or brown-nosing to give you what you want.
Really? Paying protection money isn't being 'helpful'? Keeping quiet about being bullied isn't helping the bully?
Unless you know the full motivations and personality of a creature there is no reason to shut down either skill, aside from random dickery. It is fine for a major NPC to be that detailed, but not for random shopkeeper #37 or random bandit #72, that is what the dice are for.
I didn't say random characters did I? I said some. I didn't elaborate at the time, but way to go making completely incorrect assumptions. And based on the hostility of your post, I have no desire to elaborate now either.
I warn my players up front. They know what they're getting into.

Gwen Smith |

The DC for intimidate is based on the hit dice and wisdom modifier of the target, so it is already harder to intimidate more powerful creatures. There are also penalties if the target is larger than the character. And you can always apply circumstantial modifiers based on the target's personality, social status, number of buddies, etc.
Since intimidate takes a minute (like diplomacy), you can have the target just do something before the minute is up. There's nothing that says the target has to sit and listen to you for 10 rounds before deciding what to do. In a lot of modules, you'll see Morale comments like "He was bullied as a child, so any attempt to intimidate him makes him immediately call for help" or "He considers himself the toughest guy in town, so if anyone tries to intimidate him, he initiates combat."
I think intimidate already works the way the way you want it to, so maybe I'm not understanding what the issue is.

Farastu |
I'm mostly talking about out of combat intimidate, demoralize doesn't really bother me, though, it still can get silly.
I like very much the idea of applying modifiers to it (yeah, I know there's the size one, but the vast majority of situations that doesn't apply to anyways and doesn't address the issue).
Some have suggested just not giving characters the time needed to make an intimidate check.
While sometimes sure, people aren't going to even give a character a minute of their time and that can make sense that isn't always going to be so. Plus, doing that in excess brings about its own issues and amounts to me always saying "they aren't going to give you the time of day" and having them attempt to silence the character in some way, or other wise get out of ear shot. Plus my goal isn't to make the skill worthless, just to handle it in a better way.
"Success: If successful, the opponent will:
•give you information you desire
•take actions that do not endanger it
•offer other limited assistance"
Even just these guidelines don't always make sense. Different people react very differently when intimidated and NPCs should reflect how different people would act, and ought not to all be clones with the same "programming". Maybe one will offer limited assistance, while the other will just be looking for the easiest fastest way to get away from the character, while another will be so goaded they'll offer far more than limited assistance. Those are just some examples. I kinda wish Paizo had left what intimidate results in more open to reflect how varied people's responses are.
Plus... there's some pretty clear potential for contradictions in their guidelines IMO.
I'm taking a look at that link on diplomacy still, so can't comment on it yet.
EDIT:
OK, I really like that diplomacy fix article. It has a number of good ideas. I'll reread the fix and probably use it as a basis.