Re: On being Feared
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Re: On being Feared
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Re: On being Feared
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Re: On being Feared
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Re: On being Feared
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Re: On being Feared
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Pushy: You can’t shut off your Intimidation, even when that might earn you a punch in the face (or worse!). This is handled by applying a substantial penalty to the Influence roll. Now, Feared doesn't actually involve making an Influence roll, and you can have it without Intimidation skill. It's not your manner or words that intimidate the other person; it's who you are socially known to be. So the "penalty to Influence skill" mechanic doesn't apply. But if you're trying to do something where intimidating people is likely to have bad results, there should be some similar consequence for having Feared. |
Re: On being Feared
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In other words, Nergul goes out to hire some housekeepers. She get's a Poor result. But they are afraid of her so they agree to show up in two days. The npcs instead decide to move to a different town to escape the wrath of the Necromancer. That's a Poor result, not a "Fear Flavored" Good result. Granted... she hires hirelings that are ecstatic about the work but lie to get the job and are incompetent also sounds like a Poor result. Except that they won't lie to her about their failures, they'll just fail and grovel afterwards (unless they are compulsive liars or have some other similar flaw of character). They won't stab her in the back deliberately, but they might get drunk (or even do it while sober) and spread gossip about her all over town. Hmmm. My kneejerk is: I don't like it. I don't like saddling a Player with the effects of a Bad Result when they didn't roll it. I do also get that some hirelings are just going to be useless. However that should come from some other roll, not just a 'Flavoring' of the Reaction. Quote:
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Personally, I'd be more inclined to lower Bonuses to to Loyalty building based on 'friendly' actions. Treat your employees well*? Get a bonus, but at half the rate non-Feared would. Give bonuses and perks†? Get a regular bonus. * IE speak to them kindly, praise them, overlook the occasional mistake, risking your life for theirs, general 'friendliness' treatment. † Second choice of the kill, second choice of loot from the conquered, excesses given to only the best of employees, rewarding 'cutthroatedness', etc. I think a lot of this (on my part) comes from my general hatred of "Oh, you have Immunity to Disease? Okay, the villain tailor made a disease just for you and since your immune to bacteria that's the only way to cure it! Have fun with this!" IE: Playing Dirty. |
Re: On being Feared
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The trait in question gives +3 to reactions from other characters; that's a benefit. It does so without requiring active interaction, an advantage relative to Charisma 3, and without requiring you to pay an extra cost of living, or ceasing to operate when you deal with high Status people, an advantage relative to Status 3. And in compensation, it's limited to producing one specific type of favorable reaction, which can occasionally have inconvenient effects. Those effects are even specified: It's as if you had intimidated the other person, rather than gained their cooperation in some other way. That is, you've used "the skill of hostile persuasion." So I'm asking how that might work when you're trying to hire someone for a job. |
Re: On being Feared
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Re: On being Feared
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