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#11 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Hehe. Whoops?
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#12 | |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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I like it, and it's worked well for resolving smaller battles or prospective battles and simulating the "fearsome" aspect of notable historic warrior groups. Particularly, a roman campaign involved a show down between the Roman PCs leading a small, picked detachment of legionairres to raid an Illyrian fort. Two Centuries of roman principes, 50 Germano-Celtic mercenary heavy cavalry and around 200 mercenaries of various ethnicities, largely Gallo-Thaikian, Gallic and Germanic. At various points, the PCs were able to use their intimidation skills to force larger bands of Illyrians to back down or flee, rather than face their small force. Heck, it's how they managed to get the barbarian auxiliaries in the first place, after the German slave(a PC) of another PC(A Patrician officer) was allowed to challenge the leader of a warband of mercenaries they encountered. I like to penalize Leadership and Strategy rolls to command troops if they have been intimidated. If using Mass Combat, this gives a great significant action for a PC.
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#13 |
Join Date: Jul 2012
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One use I saw was a stand-off. An Aztec-like eagle warrior whose heart wasn't really in the fight (he was surprisingly unwilling to kill any of the people attempting to murder him…) managed to intimidate a group of hostile sailors into fighting far more cautiously than they should have, since none of them wanted to be the first to advance. They eventually settled on attempting to disarm him from out of reach, but it still wasted a lot of rounds that they could otherwise have spent ganging up on him.
Another combination I like is Intimidation + Diplomacy. Use Intimidation to frighten the other person, and then Diplomacy to give them a face-saving exit so they are not humiliated by being intimidated. Leadership + Intimidation gives a second line of defence against a mutiny or other disobedience. I think the main advantage of Intimidation is it can be the easiest/fastest Influence skill, as in you can use it on people who are not inclined to listen to you. That way you can put an immediate halt to the building tensions, and buy time for the longer-term persuasion. I've been assuming the same character has been using Diplomacy or Leadership & Intimidation, but it could be very powerful as a good-cop/bad-cop combination. For my good-guy characters, Intimidation is actually well-worth investing in. If after killing one foe, our good-guy shouts “This one dies alone and afraid! Throw down your arms or you will be next!” it could discourage the others from continuing to fight (if you can get away with it, taking the time to chop off a fallen foe's head and throw it to the others would probably merit a bonus… this works less well in modern campaigns where police get upset about that sort of thing). Roleplaying stuff like that is also a helpful reminder to the GM/Narrator that most people don't want to die. It is very easy or tempting to think of the NPCs as just foes to be defeated in the fight, so reminding people of this aspect is always helpful. So “Surrender or die!” can remind the Narrator of an option that they had forgotten existed. In a potential combat situation, Intimidation can at least pause the enemy enough to start other negotiations. Marc MacYoung has written a lot about how people can be incentivised to cooperate by the risk of being shot, while still saying you need to be polite and respectful to them (which links back to the Intimidation/Diplomacy combo). Essentially Intimidation is the skill of starting negotiations by convincing the other party that they had better come to the discussion table: even if they have the advantage it makes backing you into a corner appear very risky, and let's you discuss terms. Or, intimidate enough of the group so that only some of them will fight you. Maybe we could follow the spirit of Influence Skills on PCs and have "Battlefield Intimidation" cause penalties equal to Margin of Success against Fright Checks for that fight. If you use rules like getting injured causes a Fright Check, suddenly that Intimidation debuff becomes very powerful. |
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#14 |
Join Date: Apr 2013
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Does having the Intimidate skill improve resistance to Intimidation? I didn't see it in the rules but it seems odd that a highly trained, bloodthirsty, callous, hideous monster of ferocious reputation and an ordinary guy are equally likely to be intimidated.
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#15 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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That's an excellent question. I could see that being doing on a campaign basis or as a house rule. optionally, a perk could do it. "Skill Adaption (Resist Intimidation rolls with Intimidation" seems feasible to me.
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#16 | |
Join Date: Dec 2013
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Someone who fear less for their own safety than the average person or is trained to resist Intimidation should be represented with Fearlessness. Being highly skilled at combat (or Business, for that matter) might also reduce the Intimidating party's Displays of Strength, Bloodthirstiness, or Supernatural Powers bonus (SE96), since a highly trained person would not see the display as actually featuring strength. That said, I think that the rules for using the attacker and target's Size Modifiers to modify the Quick Contest could also be extended to the expected combat (or other relevant skill, like Business, or maybe the combat level from that recent Pyramid article) skill level for certain. |
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#17 |
Join Date: Aug 2004
Location: U.K.
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Intimidation is Will-based, so other things being equal, most people who are good at it will have high Will, and so also be resistant to it. Someone with high Intimidation but mediocre Will would be a kind of specialised actor, great at projecting a fearsomeness that they themselve know at heart is fake.
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#18 | |
Join Date: Apr 2013
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#19 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#20 | |
Join Date: Jul 2012
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Actually, I expect ogres to be failing their Will rolls to Intimidation checks all the time... it would be how bands of ogres form groups or resolve disagreements without immediately devolving into a bloodbath over something trivial. In a society where everyone is willing to inflict extreme violence with limited provocation, members of that society are not going to ignore that threat if that society is to last very long. You could, however, do contests of Intimidation where both parties are trying to frighten the other with their monkey dances and threat displays. |
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Tags |
basic, intimidation, skill of the week |
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