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Talkative Courier


SignedName

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For taunt, I think looking at the target while being within a dozen or so meters would be okay. As for intimidate, maybe an AoE effect extending a few meters? It should also probably cost AP or have some other kind of cooldown to prevent spamming.

 

I was mostly thinking confidence/aggression level and faction reputation would be the main things modifying taunt success- cowardly characters or characters who like/idolize you would never respond, unaggressive characters would be harder to provoke, foolhardy characters would be easier to provoke, etc. I don't think it should be chance-based, since you could just try again in that case. Basically, it'd be like a points-based system- for every negative reputation point, you get one point, and for every positive, you get minus one point. For being very aggressive, you get one point, for being unaggressive, you get minus one point. For being foolhardy, one point, for cautious, minus one. To successfully taunt, you'd have to have a value greater than zero (basically, you'd be able to successfully taunt any neutral, foolhardy NPC and most NPCs who you have a net negative faction reputation with).

 

As for intimidate, possibly a mixture of level difference, charisma/speech, NPC health/limb condition, and confidence levels (possibly also traits like Sneering Imperialist/Ladykiller) to determine a percent chance of running away. I'll leave the details up to you, but preferably you should be able to make similar-level non-brave enemies flee reliably.

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