Editing Arcane University:Dialogue Systems for Writers

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== Intimidate ==
 
== Intimidate ==
  
Intimidate has success and failure results just like Persuade checks, but instead of being based solely on the Player's Speech, success is primarily based on the NPC's AI [https://ck.uesp.net/wiki/AI_Data_Tab#Confidence Confidence Level], and a host of other factors such as the NPC's and the Player's level, and Speech (see "Mod Player Intimidation" on the [https://ck.uesp.net/wiki/Perk_Entry_Point Perk Entry Point] CK wiki article for the full formula). As such, it is not easy to specify a difficulty for Intimidate checks; at best, specifying [Hard] will lead the implementer to set the NPC's confidence level to Brave, which also makes it so that they will rarely run away from battles, whereas specifying [Very easy] will lead them to being made Cowardly. Keep this in mind and perhaps mention the presence and required difficulty of an Intimidate check on the NPC's general document. Also do not have multiple Intimidate checks with different difficulty levels on the same NPC. It could theoretically be done by putting a perk with the Mod Player Intimidation perk entry point on and off the player, but it's probably more hassle than it's worth, and doesn't work if the intimidation checks are offered simultaneously in the dialogue.
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Intimidate has success and failure results just like Persuade checks, but instead of being based solely on the Player's Speech, success is primarily based on the NPC's AI [https://ck.uesp.net/wiki/AI_Data_Tab#Confidence Confidence Level], and a host of other factors such as - reportedly - the NPC's and the Player's level, and Speech (see "Mod Player Intimidation" on the [https://ck.uesp.net/wiki/Perk_Entry_Point Perk Entry Point] CK wiki article for the full formula). As such, it is not easy to specify a difficulty for Intimidate checks; at best, specifying [Hard] will lead the implementer to set the NPC's confidence level to Brave, which also makes it so that they will rarely run away from battles, whereas specifying [Very easy] will lead them to being made Cowardly. Keep this in mind and perhaps mention the presence and required difficulty of an Intimidate check on the NPC's general document. Also do not have multiple Intimidate checks with different difficulty levels on the same NPC. It could theoretically be done by putting a perk with the Mod Player Intimidation perk entry point on and off the player, but it's probably more hassle than it's worth, and doesn't work if the intimidation checks are offered simultaneously in the dialogue.
  
 
: 1. As you can see, the farm is doing quite well.
 
: 1. As you can see, the farm is doing quite well.

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