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12 months ago ::
Jun 10, 2012 - 2:12PM
#11
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I still feel odd about this. It's like saying that diplomacy should work on Klingons. It could, but the players better know the Klingon mentality pretty well (history, streetwise, insight checks?). I give plenty of opportunities for my players to use their other skills to figure out what could work and what wouldn't (and getting related bonuses to other skill checks). I guess that's related to "locking" skills but also "preventing" negative skill use.
An important thing to remember is that things work or don't work because you said so, not because of any other reason. You can offer justifications for limiting options in a fantasy game if you want, but ultimately it boils down to "because I said so." To that end, I find it's better to simply roll with the results and see what happens with an eye toward creating more action and drama using the players' ideas.
Maybe as I said, she does her duty in setting the audience, but makes it more complicated for the PCs by telling lies about them. Or maybe nobody's talked to her like that in 200 years and she becomes fascinated by that PC (blessing and a curse?). Or she backs down, but she quietly seethes and sends undead proxies to deal with the PCs sometime before the time they're supposed to meet with the king. Or a rival to this vampire overhears the exchange and, after she's told the PCs they're out of luck getting an audience, the rival - a lich, perhaps - offers to help them go before the king, if they'll help him deal with the vampire.
Point is, I can keep coming up with reasons why it could work all day long because it's a fantasy game and there's always a good fantasy justification for something happening. But there's only one reason why it can't work - the DM said it can't. Isn't it therefore better to simply use the player's idea and the result of his roll to make the game more interesting rather than shut off potential avenues of exploring the story? Doesn't that make for a happier player and possibly a more exciting tale?
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12 months ago ::
Jun 10, 2012 - 2:29PM
#12
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Date Joined:
Nov 30, 2005
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I still feel odd about this. It's like saying that diplomacy should work on Klingons. It could, but the players better know the Klingon mentality pretty well (history, streetwise, insight checks?).
So Klingons should get +2 against diplomacy checks to reflect their racial resistance. Increase the bonus more or less depending on who wrote the episode/which series.
Maybe you give a circumstance bonus of +X to the vampire to make it hard. That isn't unreasonable. "This is the big bad vampire queen. Nothing scares her, especially not you. She gets +10/you get -10". Then you let the player roll, and if they win they were just that good.
Alternativley, I'm sure this super tough unflappable vampire queen doesn't like being threatened. While she is intimidated now and does what the PCs want, there is nothing stopping her from revenge. The PCs have made a powerful enemy and better hope they can back their words up.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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12 months ago ::
Jun 10, 2012 - 3:09PM
#13
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Date Joined:
Jul 21, 2004
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It isn't the only one. It just the most well-known example. The challenge for getting information out of the spirit (can't remember the name of it) is another.
The Dead Witness? That challenge locks off Religion until Insight is used, but Religion doesn't automatically cause a failure, nor does any other skill in that or any other challenge as far as I can tell.
I have heard that many Living Forgotten Realms skill challenges involving negotiation made Intimidate automatically produce a failure, to the point where people never bothered to try it. I won't say it can't be over used, or used poorly, but causing a skill to automatically fail can be a viable, fair option.
> It's like saying that diplomacy should work on Klingons. Of course it does. Diplomacy isn't conceptually limited to "quasi-European courtly blathering", and a big part of being adept at it involves presenting yourself (and your arguments) in a way that will impress the audience. Cultural understanding certainly makes it easier, although a good diplomat would know how to size things up and wing it when that understanding is incomplete.
Sometimes some skills will be harder to apply than others, or be locked off behind other skills.
Sometimes skills will have no chance of success and will, in fact, make the situation worse.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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12 months ago ::
Jun 11, 2012 - 11:20PM
#14
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Date Joined:
May 19, 2011
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Sometimes skills will have no chance of success and will, in fact, make the situation worse.
This happened in a module I ran from a Dungeon Magazine. I think it was called "Beneath the Sands".
In it, the party meets a group of thri-kreen with a similar goal as their own. The guide to the skill challenge of talking with the thri-kreen specifically says that any intimidation attempt with them equals one failure in the challenge. This had a further reaching implication in the campaign if the ultimate challenge was successful and the thri-kreen joined the party, in that the thri-kreen would work with the players but would be distrustful of them and attempt to undermine their goals at a later point.
Just because a skill is bound to fail is no reason to not have the players roll the attempt. Some people don't like to be bullied, and respond in kind to that.
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12 months ago ::
Jun 12, 2012 - 9:26AM
#15
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Date Joined:
Jul 21, 2004
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Just because a skill is bound to fail is no reason to not have the players roll the attempt.
Quite so, though such a situation should be handled with some care. The PCs could be given hints ahead of time not to try to use a particular skill.
Some people don't like to be bullied, and respond in kind to that.
The real problem here is the perception of Intimidate as "bullying." It's potentially much more subtle than that, and doesn't need to have anything to do with physical violence or the threat of it. Even outright seduction can be seen as a form of intimidate. It can be about using the force of your personality to dominate the situation.
And, yes, it's okay if an NPC doesn't like that in a PC. But we should also see NPCs who don't like it when PCs try to sweet talk them with Diplomacy, or read them with Insight, or show off their knowledge. Only Intimidate tends to get the automatic failure treatment. Maybe Bluff sometimes, too.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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12 months ago ::
Jun 12, 2012 - 10:39AM
#16
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Date Joined:
Jul 18, 2008
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Just because a skill is bound to fail is no reason to not have the players roll the attempt.
Quite so, though such a situation should be handled with some care. The PCs could be given hints ahead of time not to try to use a particular skill.
I like the combination of Krusk and iserith's advice. A skill use might be very likely to fail or make things worse, but if the character knows the odds are against him through hints or other skills, and if he is/rolls just that good at intimidate, it should succeed. Big Bads might not like being intimidated, and they might seek vengeance for the embarassement, but that doesn't mean they can't feel threatened. A "partial success" which complicates things later on.
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12 months ago ::
Jun 12, 2012 - 10:47AM
#17
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Date Joined:
Jul 21, 2004
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I like the combination of Krusk and iserith's advice. A skill use might be very likely to fail or make things worse, but if the character knows the odds are against him through hints or other skills, and if he is/rolls just that good at intimidate, it should succeed.
The specific skill aside, it's plausible and fair that certain skills won't work and will make things worse sometimes. Ideally it's based upon the fiction being used, but if the DM wants to block the use of a skill and can do it without alienating their players, they should do it.
Big Bads might not like being intimidated, and they might seek vengeance for the embarassement, but that doesn't mean they can't feel threatened. A "partial success" which complicates things later on.
Another way to play this is to just mark the failure, and then integrate the NPC's reaction into the overall outcome of the skill challenge. Some skill challenges already have partial failure mechanics, so the challenge could say that if the PCs suffered any failures (or specifically failures due to the use of Intimidate) the NPC drags his heels or follows the letter of the agreement in a spiteful way.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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12 months ago ::
Jun 13, 2012 - 10:38PM
#18
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There is an example in the DMG about a skill challange where Intimidate is an automatic failure.
You made that decisions your the DM end of story.
If the players want to argue they can. Show them the DMG and explain your point of view if you wish.
Either way your in the right in my opinion.
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12 months ago ::
Jun 14, 2012 - 1:15PM
#19
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Date Joined:
Nov 30, 2005
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The DM isn't always right just because he is the tallest, oldest, sits on the north facing side of the table or whatever method your group uses to decide who should DM. All deciscions should be made by the group, because the group is playing. If the DM makes a choice that everyone else complains about, than the DM made the wrong choice. If the players disagree, its not you they have to convince. You have to convince them you are right. They can just straight up all say "no that doesn't happen" and there isn't a lot you can do. (I assume everyone wants to keep playing DND because otherwise there is no reason to have this discussion)
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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12 months ago ::
Jun 14, 2012 - 1:42PM
#20
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Date Joined:
Jul 21, 2004
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All deciscions should be made by the group, because the group is playing. If the DM makes a choice that everyone else complains about, than the DM made the wrong choice.
DMs certainly aren't infallible. I do hope that everyone who sits down for a game has good enough grace not to argue the point during the game.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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