Supplement Four
Mongoose
I like the demoralize opponent feature of the Intimidate skill. I think it brings something to the game that is missing from the d20 mechanics...and, that is that sqeamish feeling a character might get in the pit of his stomach when he sees something like what is in the pics below come screaming at him, ready to separate the character from his life.
What I don't like about how the Demoralize Opponent maneuver is presented is that the effects only last for one combat round.
Really?
You've got something like one of the above screaming, yellin', doing everything it can to take your head off, and if you are intimidated at all, it's only for six seconds?
Hmm....
There's a rule in the Conan RPG called Terror of the Unknown. It's basically a Fear spell, but it ain't a spell at all. Anytime a character comes into contact with some heinous creature or demon, this check is made, with the consequences being akin to that of a Fear spell.
Failing this throw makes the character afraid for 3d6 rounds.
Don't you think that Demoralize Opponent should last for longer than a round?
I'm thinking that this should be a contest at the beginning of each fight. If you fail and are demoralized, then the effect lasts until you make the check--you get to re-try the save against it each round.
After you've made the check once, you are no longer effected by the effects of being demoralized.
Let me show you what I'm talking about in an example.
You're walking down a trail, when you see movement. It's a man, screaming a war cry, coming straight at you. You pull your weapon as melee is about to begin.
1. Roll Initiative.
2. Check to see if either side is demoralized. Remember that it is an action to attempt to demoralize someone, so if already in combat, an action must be spent in order to get the check. There is a chance that both sides are demoralized.
3. If someone is demoralized, then he gets to retry his save against it at the top of each round.
What do you guys think of this?
EDIT: Better Idea - How about a successfully putting damage on your foe also grants you a save vs. being demoroalize if you failed the check earlier?
That way, when you see that you can hurt the object of your fear, it helps you conquer that fear.
But...what about outside of combat rounds? Maybe the effect should last the same as Fear of the Unknown, which is 3d6 rounds?


What I don't like about how the Demoralize Opponent maneuver is presented is that the effects only last for one combat round.
Really?
You've got something like one of the above screaming, yellin', doing everything it can to take your head off, and if you are intimidated at all, it's only for six seconds?
Hmm....
There's a rule in the Conan RPG called Terror of the Unknown. It's basically a Fear spell, but it ain't a spell at all. Anytime a character comes into contact with some heinous creature or demon, this check is made, with the consequences being akin to that of a Fear spell.
Failing this throw makes the character afraid for 3d6 rounds.
Don't you think that Demoralize Opponent should last for longer than a round?
I'm thinking that this should be a contest at the beginning of each fight. If you fail and are demoralized, then the effect lasts until you make the check--you get to re-try the save against it each round.
After you've made the check once, you are no longer effected by the effects of being demoralized.
Let me show you what I'm talking about in an example.
You're walking down a trail, when you see movement. It's a man, screaming a war cry, coming straight at you. You pull your weapon as melee is about to begin.
1. Roll Initiative.
2. Check to see if either side is demoralized. Remember that it is an action to attempt to demoralize someone, so if already in combat, an action must be spent in order to get the check. There is a chance that both sides are demoralized.
3. If someone is demoralized, then he gets to retry his save against it at the top of each round.
What do you guys think of this?
EDIT: Better Idea - How about a successfully putting damage on your foe also grants you a save vs. being demoroalize if you failed the check earlier?
That way, when you see that you can hurt the object of your fear, it helps you conquer that fear.
But...what about outside of combat rounds? Maybe the effect should last the same as Fear of the Unknown, which is 3d6 rounds?