CapnTthePirateG wrote:
Then that commoner has worked his ass off and is now a badass. The fighter is working his ass off but is useless without his items. And that sucks.
Yes, I'm with
fectin here, could you explain this a bit better, doesn't even seem to make sense trying to guess the context. Unless vaguely saying the commoner becomes a fighter, making him BA compared to other commoners, but then soon as he goes to meet adventurer-level challenges without super swag, he's useless? Otherwise, imagine even with the super swag, the commoner still lacks the inherent statistics that make him a good adventurer (HP, standard/high point attribute values, applicable RNG class bonuses).
Now, to guess what I think
Wrathzog is sayin, that rules wise, in 3rd edition, Intimidate is pretty much the opposite in net effect on a success. Although they both get the person to be helpful and provide aid for a time, after the effect ends, those who were coerced under Intimidate-effect are now lowered one less disposition toward you than they were prior (unfriendly usually, or hostile if already unfriendly). Whereas Diplomacy, if you fail, doesn't really quite say I don't think, usually just can't use that skill on them again, and Diplomacy doesn't have an effect timer on how long their disposition lasts, and neither does it turn them to unfriendly (or hostile if they were already unfriendly). Given, that Diplomacy seems to be open to DM fiat there, so I guess Intimidate is bit better in that the DM can't screw with you when you succeed, and it's also easier DC's to do.
In 4th edition, it's true the DMG has sample Skill Challenges for "Intimidate" to be an Auto fail skill check to try and do, which I guess most DM's just get thrown into the habit of doing. Although given, skill challenges are fiat based too, so could throw out other proposals others have said for Intimidate, like Frank saying how can use it to "inspire" found that to be an idea I had't considered before, sounds awesome. However, doesn't seem like those kind of interpretations would be obvious as written in the 3rd edition rules nor 4th edition (which has explicitly stated the description as "influence others through hostile actions, overt threats, and deadly persuasion".
So as written, seems Intimidate is only better if want an easier DC, "faster" in the sense of only needing one Intimidate check to convince them, and help given is only needed short term, as it's only matter of 30-60 minutes before they dislike you afterwards (unless keep em in your presence the entire time to keep that after timer from going off). Funnily enough, this kinda reminds of Elder Scrolls: Oblivion, where played around with NPC facial expressions to get a desired result, so they're unhappy with Intimidate, make them happy with Diplomacy! or glibness later, kinda like playing with a light switch on NPC emotions.
Anyway, seems like
Wrathzog supports Intimidate being valid, like in some unrrelated "new edition" or Fantasy Heartbreaker, in part mentioning it's not so great a solution by the rules. As for his comments about it being "uncommon" or what have you, Frank and others have shown that position otherwise with the cop example it sounds like?
I could be wrong, and probably missing a couple things to have mentioned, oh well, and if so, my bad on both fronts there.