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steff
June 15th, 2021, 01:41
Hey..

Does RM have a skill that is the equivalent of intimidation? i don't think they do.

anyone have a work around? Stat roll?

Sulimo
June 15th, 2021, 05:39
In the base RM the skill does not exist as such.

There was a discussion on this exact topic on the ICE Discord server a few days ago.

I think some of the people were leaning toward Seduction, maybe with interrogation mixed in, or perhaps a PR check of some sort.


One of the comments:


I think intimidation can be handled using different stats and/or skills, depending on the circumstances as suggested above. I think the GM has to think on their feet and just go with what feels right at the time.

QuirkyBirky
June 15th, 2021, 18:31
In the base RM the skill does not exist as such.

There was a discussion on this exact topic on the ICE Discord server a few days ago.

I think some of the people were leaning toward Seduction, maybe with interrogation mixed in, or perhaps a PR check of some sort.


One of the comments:

Quite an interesting discussion and plenty of different ideas. I think the crux was that there are plenty of different ways of intimidating, so the stat bonus or skill used should reflect this. Interrogation, duping, diplomacy and seduction could all be used in different circumstances. Maybe a straightforward presence or even strength bonus, depending on the situation. A huge troll, a zealous scripture citing priest and a halfling noble can all be intimidating for different reasons so (as the erudite person Sulimo quoted said) just go with what feels right.

steff
June 16th, 2021, 00:03
ICE Discord Server? what is this discord server of which you speak and how do i get invited to it?

Sulimo
June 16th, 2021, 00:07
ICE Discord Server? what is this discord server of which you speak and how do i get invited to it?

Follow this link (https://discord.gg/UKvWXxT5).

CaMac Al Stac
June 23rd, 2021, 01:09
ICE RM Arms Companion #1120 has Intimidation skill. Pr/Re. Verbal or physical and RR vs ranks based. Some modifiers as is common in RM. As mentioned above, similar to seduction.

steff
June 25th, 2021, 20:53
That actually leads to my next question.

i can input the skill into the system under the "skills" tab. but that doesn't mean it shows up in the list of primary or secondary skills in the base rules in the library. is there a way to get it into there or do you need to create another module to load more skills into the primary/secondary skill lists?

Dakadin
June 25th, 2021, 21:49
No, unfortunately at this point it will only show up in the campaign skills list. Those tables are pulling from a very specific spot. They should show up when adding all secondary skills though. One other current limitation is new skills will be secondary skills. I need to redesign this whole system and maintain backward compatibility.

CaMac Al Stac
June 25th, 2021, 22:57
For what it's worth...since Primary DPs are so limited it's probably best not to create too many more Primary skills in my opinion.

I uploaded all the RMC II skills and a bunch from the other various companions since the variety and specialization it allows each of my players and NPC's is a big part of the RM fun for me as a GM and I thought would be worth the effort to add. I added them all to a single mod of just skills and then use the options which increase the secondary DPs per level to reflect the much more expansive list of skills I expect my players to have. So it was fine with me that they all come in as secondary skills.

steff
June 26th, 2021, 19:24
did you actually write a module in xml or did you enter them into the skills tab under their own header then export to module?

CaMac Al Stac
June 26th, 2021, 20:59
Duplicated

CaMac Al Stac
June 26th, 2021, 21:05
I wrote an xml module. I structure it all in excel and then paste it into notepad and save as xml and then bundle as a mod with other mod file. Doing it that way it is not too much work (especially since I had the excel created already). Essentially, I am just imitating the structure of Dakadin's and Ardem's files. Once you have the template for your first crit table, attack table, skill, spell list or such set up it becomes pretty easy as I just paste the new whatever into the mod file, rebundle and the new mod auto-loads. So far, for things like races, monsters, npcs, and items I use the in tool menus to create new. Anything that requires lots of typing I do in a mod since I find the font size and typing to be much less easy to work with in the tool than outside. Professions I've only done in the tool as I'm still debating the benefit of making a template and doing a bunch of them as a mod upload. I have many in excel but since I just started using FGU my players (Force Mage, Paladin, Moon Mage, Warrior Mage, + some core professions) haven't needed new professions since I converted them over to FGU yet - just every so often a few of the NPCs require me to add a new Profession.

By the way Dakadin I love the updated character tab on NPC's - that really works well - especially for familiars that go up in levels too with the player. And now my special NPC's can use their special stats for static man. rolls and such. And the "Apply" buttons to the attack and crit tables are so much easier since I don't have to find the npc in a long list of the combat tracker or the clutter of npcs on the map. I'm not sure if there is a thread that discusses new features for RMC after releases but those are the two I've found so far and they are very useful.

Dakadin
June 27th, 2021, 01:48
Yeah, I never got around to making a thread for the new features. The Apply button is a huge time saver especially when combined with the NPC sheet when doing RRs. Combats are much faster in my games now.

I've done the same thing using Excel to create things for FG in the past but some of the sidebar items are much easier than going with that approach. The skills will work in a module but there isn't currently a way to set them as primary or secondary so they all default to secondary which works with RMC but it is something that I need to change to provide more flexibility for GMs. The nice thing is the professions will automatically include the new skills so you just have to add the costs to the professions.