Kiaring
2008-01-05 15:52:27 UTC
#125202
Lots of quests don't seem to have the option to Intimidate at the end, only persuade. Of course, this could be by design, but if you guys could add Intimidate as an option to a couple of the quests that are missing it (Merlinda's Chosen and the Kobold Hole Merchant come to mind) I'd be glad! After all, these are regular NPCs, not uber necromancers of doom, which a regular party of questing PCs should be able to boss around a little bit!
- K.
Garem
2008-01-05 19:40:39 UTC
#125215
The Kobold Hole quest giver has a hired minotaur guardian! Otherwise, I agree, intimidate should be an option at more quest-ends (as well as Bluff!) unless somehow terribly inappropriate.
Even cooler, if you try to bluff out the Kobold Hole quest-giver, maybe you can add scripting so he gets angry, cuts off standard conversation but then starts counting to ten. At ten, the minotaur becomes hostile but is scripted to Subdual and will terminate being hostile whenever location X is passed or someone is subdued. Just one idea for a specific instance, I don't even know if this sort of thing is possible.
Sorry, hijacked this one somethin' bad.
lovethesuit
2008-01-06 03:54:04 UTC
#125256
I'd agree that it would be nice to see all three options available for each quest within reason. For example, the DC for Intimidate on a guy with a minotaur at his side would be reasonably high, but as a merchant he may be more susceptible to a friendly persuade. Conversely, you're achieve more from Intimidating an elderly lady then playing your lying skills against her aged wisdom. Still, I'm sure that I've seen stuff like this already in some/most quests, so maybe it's just a matter of updating the rest.