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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Apr 22, 2011 4:17 pm Post subject: |
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Esoomian wrote: | It still doesn't really make sense in a group situation. If your intimidate rating is being applied against multiple beings then you should be suffering MAPs to represent the fact that you're less effective against multiple beings than you are in a one-on-one situation. |
I disagree. We see in many films one baddie just doing X intimidating thing, and all who see it reacting. Unless they had oodles of D in the skill, it would not be able to get done via the raw.. with maps.
Quote: | I disagree, mobs of people do things that individuals within the mob would never do. Call it what you will groupthink, mob mentality but there is something about being in a large group that makes people less inhibited. Perhaps it's the fact that it's harder to pick out exactly who says/starts anything because of the corowd but I'm thinking that a large crowd of average Joes in a bar (especially if they'd been drinking should be applying MAPs to Vader's intimidation aura. |
True, but it also works in the reverse.. when a few start being scared at X, the rest do to. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Apr 22, 2011 4:43 pm Post subject: |
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ZzaphodD wrote: | Dont like the idea of 'automatic' Intimidation, except as part of the story (ie no game mechanics)... | Yeah, I can't decide what I think about that. Auto intimidate at half skill level doesn't seem too unbalanced, but I just don't see everyone who has intimidate automatically using it. Yoda doesn't seem to. He initially (in ESB) seems harmless and funny. But then we see...
Luke: I won't fail you. I'm not afraid.
Yoda: You will be. You... will... be.
Suddenly the cute little muppet seems intimidating.
Perhaps auto-intimidate should be based on appropriate character background or some sort of special ability or maybe it requires having 1 or more DSPs. Then characters who have high auto-intimidate would need to roll persuasion or something to seem less threatening.
Last edited by Bren on Fri Apr 22, 2011 4:51 pm; edited 1 time in total |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Apr 22, 2011 4:46 pm Post subject: |
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I usually allow PCs to add their number of DSP:s to their Intimidation roll.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Fri Apr 22, 2011 5:08 pm Post subject: |
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Bren wrote: | I agree with you that an angry mob may be more resistant to threats (or less if the balance of the group is afraid). That's why I modify intimidation by the subjective threat level. Big scary guy in black armor - that's scary, but big scary guy in black armor who lifts someone up in the air over his head with one hand - even scarier, when backed up by a squad of stormtroopers while strangling the guy one handed - much scarier.
But by using MAPs per person, Vader with 11D intimidation can't intimidate more than 9 or 10 people and that seems off to me. So either it shouldn't be MAPs or it shouldn't be one action per person. |
I'm happy for Vader to be able to intimidate an entire mob of people but he has to actually try.
If he walks up to a mob and levitates some random person while choking them and makes some speach about the power of the Dark Side as the person chokes and dies for all to see then sure, roll intimidation and I'd probably make the mob's willpower equal to the average willpower of the people in the mob +1 for every three members of the mob.
Think about this from another angle. If I'm playing a Columi PC and I'd maxed out my knowledge to 7D and on top of that I've spent three of my starting dice in intimidation plus a pip dice for a specialization intimidating crowds. That gives me as a starter level PC 11D in intimidating crowds however all my other stats and skills are going to be pretty low.
Can I just hover around in my repulsor chair and watch as low level enemies just run away in terror without me actually having to do anything?
garhkal wrote: | I disagree. We see in many films one baddie just doing X intimidating thing, and all who see it reacting. Unless they had oodles of D in the skill, it would not be able to get done via the raw.. with maps. |
That is my point exactly. The baddie is actually doing something intimidating they're not just automatically intimidating. If I have 11D in intimidation I can't just walk into a room where someone is hiding and wait for them to see me so I make them break cover due to my aura of terror.
garhkal wrote: | True, but it also works in the reverse.. when a few start being scared at X, the rest do to. |
Agreed but that that could actually be done with MAPs. Say there is a mob of ten people. I use my 11D intimidate to intimidate three people, fairly easy to do as even with MAPs I'm rolling nine dice per attempt. Now the mob only contains seven people who aren't intimidated and three people who are. Those that are intimidated are they're going to hamper any attempt for the mob to act cohesively and if they run off then it'd make sense to apply bonuses to the next intimidation rolls. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Random Numbers Commander


Joined: 12 Jan 2010 Posts: 454 Location: Gladsheim
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Posted: Fri Apr 22, 2011 5:40 pm Post subject: |
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ZzaphodD wrote: | I usually allow PCs to add their number of DSP:s to their Intimidation roll.. |
YAY!!! _________________ Random is who random does... |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Apr 22, 2011 6:46 pm Post subject: |
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Esoomian wrote: | Think about this from another angle. If I'm playing a Columi PC and I'd maxed out my knowledge to 7D and on top of that I've spent three of my starting dice in intimidation plus a pip dice for a specialization intimidating crowds. That gives me as a starter level PC 11D in intimidating crowds however all my other stats and skills are going to be pretty low.
Can I just hover around in my repulsor chair and watch as low level enemies just run away in terror without me actually having to do anything? | That is exactly why situational modifiers make more sense to me than MAPs as a way to deal with this. Using MAPs does nothing to make the Columi PC less intimidating than Vader. Situational modifiers does. |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Fri Apr 22, 2011 7:52 pm Post subject: |
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I think there are already situational bonuses for intimidation and the like. I believe you get a +5 bonus to your intimidation bonus when you're holding a weapon.
At least that is what our GM always used. He gave the same +5 bonus to someone with an intimidating physique as well. This meant if you were playing an Esoomian, towering over the crowd you had a decent shot at intimidating people. However he also rulled that if you rolled too high on your intimidation roll someone would generally allert the authorities.
That aside what I'm trying to avoid is getting additional bonuses for having a high dicepool. Having a high dicepool should be it's own reward. you shouldn't have characters maxing out their intimidation so that they can ignore groups of four or less stormtroopers by just pulling a gun and looking badass.
We seem to have deviated from the topic some time ago. Perhaps someone should start a new thread. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Apr 22, 2011 8:00 pm Post subject: |
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Esoomian wrote: | I think there are already situational bonuses for intimidation and the like. I believe you get a +5 bonus to your intimidation bonus when you're holding a weapon.
At least that is what our GM always used. He gave the same +5 bonus to someone with an intimidating physique as well. This meant if you were playing an Esoomian, towering over the crowd you had a decent shot at intimidating people. However he also rulled that if you rolled too high on your intimidation roll someone would generally allert the authorities.
That aside what I'm trying to avoid is getting additional bonuses for having a high dicepool. Having a high dicepool should be it's own reward. you shouldn't have characters maxing out their intimidation so that they can ignore groups of four or less stormtroopers by just pulling a gun and looking badass.
We seem to have deviated from the topic some time ago. Perhaps someone should start a new thread. |
This is exactly what I mean with Darth Vader having a sufficient high Intimidation skill so that he can intimidate by just walking into a room. The his skill rating in itself allow for such actions, you dont have to invent 'automatic' indimidation. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Apr 22, 2011 8:27 pm Post subject: |
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Esoomian wrote: | I disagree, mobs of people do things that individuals within the mob would never do. Call it what you will groupthink, mob mentality but there is something about being in a large group that makes people less inhibited. Perhaps it's the fact that it's harder to pick out exactly who says/starts anything because of the corowd but I'm thinking that a large crowd of average Joes in a bar (especially if they'd been drinking should be applying MAPs to Vader's intimidation aura. |
Perhaps, but that seems more of a stereotype than anything else (although my perspective could be termed the same). Of course, that's the point where real intimidation comes into play. When it comes to a mob that gravitates from angry to violent, usually there is one brave / foolish soul who makes the first move, like throwing something. In Vader's case, said individual would've just volunteered himself as a graphic example of why that is a bad idea. End result, one erstwhile firebrand splattered all over the room, and a crowd of other people who have just been shown why attacking someone like Vader really is a bad idea.
I guess the crucial point is that there is no real way to predict how a mob of strangers is going to react without more information. A crowd of hooligans after a sporting match may have violent reaction as their default setting, but a group of students in a library will be more likely to keep their heads down and not interfere. Neither your example nor mine is incorrect, but neither are they universally applicable. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10528 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Fri Apr 22, 2011 11:33 pm Post subject: |
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I never roll Intimidation for Gamemaster Characters. So Vader, being an GC, would never have Intimidation rolled for him. The same can be said for Command and Persuasion too.
PCs can't be game mechanically commanded, intimidated or persuaded at all. It is up to the players of the PCs to roleplay reactions they feel are appropriate. If someone (CG or another PC) tells a PC to do something, it is up to the player if his PC follows that order or not. I don't make players roll Willpower to see if they persevere over the fear caused by CG Intimidation. A player decides if his PC is intimidated or not and how he reacts. Likewise, a player decides if his PC is persuaded or not.
I also think it is pointless to roll for GCs to interact with other CGs. I, the GM, am the roleplayer of all the GCs, so I just decide who intimidates who and who persuades who and who follows whose orders. So, in the example I keep reading about, Vader could walk into a room and intimidate however many CGs I say he does, and the GC group reacts how I say they do, with little regard to anyone's skill dice. Now I might still give an Intimidation skill die value to a CG, but that would really be not much more than a reminder for myself how intimidating I want to roleplay and describe the CG.
In my interpretation of the game, those interactions skills are actually only for PCs to use on GCs. PCs can't use them on each other because they roleplay them out, and I just roleplay all CG-to-CG interaction. You don't want to let game mechanics become a substitution for roleplaying.
As far as the other interactions skills, I just apply a similar logic to how they are handled in each situation.
I would still roll Bargain for a CG as an opposed action to a player rolling Bargain for his PC when they are haggling over a price, but I would not roll Bargain for two GCs against each other. I just decide on the outcome of the haggling. And the rolls determine the final price, but a player still has free will to decide if his PC completes the transaction or not, and I roleplay the GCs' decisions to accept the final haggled price or not.
I do roll for multiple GCs at a gambling table if there is even one PC, because this an a group opposed roll situation. But a table of only GCs gambling against each other with a PC just observing the game, I'm not going to bother to roll anyone's Gambling skill. The story (GM) just decides who wins.
Sometimes if a CG tells a PC something and the player of the PC is skeptical of what is being said, I may then allow the player to roll his PC's Perception or Con to attempt to sense the motive of the CG to see if they see any tells or have any intuitions that the CG may be lying to his PC or not. In that case I may make a Con roll for the GC if he is lying (and just roll dice behind my screen for effect anyway if he is not), but if the PC gets no impression he is being mislead, the player still has the freedom to roleplay his PC to not believe what he was told.
I use to have a sign hanging on the front of my GM screen that was intended to just be a simple reminder for the players, "Role, not roll." _________________ *
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Apr 23, 2011 1:51 am Post subject: |
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Yes.. lets take this to a new thread. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Apr 23, 2011 5:07 am Post subject: |
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New thread on Intimidation created in the Gamemaster thread. I respond to Whill's post there. |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Sun May 15, 2011 7:57 pm Post subject: |
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When I want to use "a Disturbance in the Force" with players I simply tell one secretly that Palpatine saw his little firefight at the Corellia starport on the HoloNet and used Life Sense to identify and locate his current location in real time, which he has the Force skills to do.
I relate to him nightmares he's having of Palpatine intruding to his mind as he sleeps. Things like that.
When he tries to tell other players none of them nor any npc's believe him.
Eventually he starts using terminology like, "I sense a disturbance in the Force" instead of "I think the Emperor is in my dreams" which kind of sounds a bit delusional to take very seriously.
Once the rest of the Party starts translating "disturbance" as "star destroyer on the way" we'll all get the idea eventually  |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon May 16, 2011 5:39 pm Post subject: |
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Lol.. Make dem scared!  _________________ Confucious sayeth, don't wash cat while drunk! |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Tue May 17, 2011 1:35 am Post subject: |
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Hellya, I figure sensing through the Force is about what the trouble is rather than the Force itself. Rather than potentially anthropomorphise the Force I use it as an alarm bell or just a different way of looking at things.
That way it is always about why the Force is reverberating, moreso than the fact it is reverberating.
Pretty soon all the characters in the party begin to get accustomed to idea of the Force as a living energy field, but an energy field nonetheless. It is not really meant to be too much like a D&D magic system so I try to play down the Force rather than play it up in gaming.
Most of the time it's like, "Oh yeah, here goes that wacko Sabre Rake again, Force this Force that."
Not because they don't believe in the Force, they just think he's got it all wrong and it's much simpler than all that introversion over ordinary things. That's about when you introduce them to their first Force-using Darksider. |
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