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#1 |
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Join Date: Mar 2017
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Now that I finally managed to actually play and run a GURPS game, my appreciation of the system has only grown :-)
But GURPS is a big system with many mechanics and rules. It is to be expected that not all of them are winners. One of the duds is, in my view, the Feint maneuver. I think on paper the mechanics are fine. Also, if a player uses Feint I don't see an issue either. But if an NPC uses Feint against a player character things start to break down. The issue in my mind is that the task resolution of a Feint is very distinct and thus clearly recognizable. In other words: it is very transparent for the players if their characters have been Feint'ed. This can (and will) inform their decision. A player might have felt secure with an active defense of 14 or something. But seeing that they would get a massive penalty for being Feint'ed, they could go "Ah screw it. If I can not rely on my defense I will just go All-out.". Or try to foil the attack by moving away (so that the enemy would have to use Move-and-attack). Or any other decision informed by the fact that there is a looming penalty on defense. While a successful Feint might still affect the battle in some way its transparent nature make it a poor representation of, well, a feint. What is your experience with Feint against player characters? Are there any ideas for changing the Feint rules to make it a better representation of feinting? |
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#2 |
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Join Date: Aug 2004
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Most "real world" feints (especially in the sport fencing sense) are better modelled as Deceptive Attacks (because they tend to be much faster than a full second). Similarly, All-Out Attack (Double) with a Feint + Attack removes the target's maneuver choice in between.
Martial Arts (MA101) has a "Spotting Feints" option where you still declare the feint/ruse publicly but don't roll the contest until right before the attack. Lastly, consider: if you spend a whole turn feinting someone, and obviously succeed, and they respond by "turtling up" (choosing All-Out Defense), you've still forced their hand and had some control over the fight. Not really a bad thing. Experienced fighters tend to know when they've been put off-balance or had their timing thrown off... |
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#3 | |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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Quote:
In a real-life fight, once somone has feinted, the opponent will know it was a feint. They will know that they cannot take every move at face value. This makes it harder to defend against them. The Feint maneuver makes sense. If one's opponent has decided that the Feints against them are too good, so they may as well make an All-Out Attack, then one no longer has to Feint at all, and can just Attack, since the opponent can't defend. Look at this sequence: Fighter A: Attack. Fighter B: Feint. (Succeed.) Fighter A: Attack. Fighter B: Attack, A has defense penalty. Fighter A: Poor defense? May as well: All-Out Attack. Fighter B: Attack, A has no defense. Personally, I'd rather have a defense penalty than no defense at all. |
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#4 | |
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Join Date: Jun 2013
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For addressing this issue, there are several options. As already noted, one option is to delay the resolution of the Feint until just before the follow up attack occurs - the player knows they've been Feinted, but doesn't have even an inkling of how much of a penalty (if any) they'll be under. They might still decide to do something that negates the Feint (get too far away to attack, use All Out Attack so the defense penalty doesn't matter, turtle up with All Out Defense, etc), of course. One option I've suggested in the past is an optional Feint and Attack rule - see this thread. Another option that I've also suggested, albeit in a different context, is to not tell the player if the foe hits or not with an attack until after they've decided if they'll defend - in fact, you may not even want to roll until they've decided. If the foe misses and they fail their defense, the means they've "used up" one defense (for purposes of iteration penalties and the like) but don't get hit. If the foe misses and they succeed at their defense, that means they were able to recognize it was a miss and thus don't actually waste effort defending against it. Under that paradigm, if the foe Feints, you can use their defense roll in place of their roll in the quick contest. If they win the quick contest, you tell them the foe attempted a Feint but the character recognized this and didn't fall for it; if they lose, you tell them the foe missed... and then hit them with the defense penalty next round. You can also try to convince your players to not abuse player-knowledge - when a Feint occurs, they should act as though they thought the foe had just missed. But that's pretty difficult to do for many players.
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GURPS Overhaul |
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#5 |
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Join Date: Aug 2004
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Note: this discussion repeats itself every few years (or more often), so I'll just list a few points I like to make:
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#6 | |
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☣
Join Date: Sep 2004
Location: Southeast NC
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Feint, though, I would never call for a defense. Feint can be used to represent too many things other than "fake attack" to use such a rule.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#7 | ||
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Join Date: Jun 2013
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Quote:
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My suggestion wasn't for Feint to actually use up a defense - rather, the target still declares their defense and appears to roll for it, but the GM actually uses that roll as their roll to resist the Feint, and then either tells the player that it was a failed feint (if they won or tied) or that it was a failed attack and they didn't actually use up their defense (if they lost).
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GURPS Overhaul |
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#8 | |
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Join Date: Aug 2004
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Quote:
A feint can easily (and obviously) represent "I faked high and you brought your guard up, so now you're overextended." (Technically, you get more overextended when you don't make contact, because contact pushes back.) Or other variations involving stance, footwork, balance, and other details below the resolution of maneuver choice. It's normal to notice these things, yet still not be able to negate them. And it's normal to make choices like "go all-in with a lunge" or "compensate by turtling up" in response. |
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#9 | |
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Join Date: Sep 2011
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This change hasn't been play-tested, so there may be unforeseen problems with it, but as a quick, mechanically simple change, it seems likely to achieve the results you're looking for. Last edited by Curmudgeon; 01-11-2024 at 10:28 AM. |
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#10 | |
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Join Date: Aug 2004
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Quote:
As discussed, the problem is kinda two-fold:
Another option I've considered (even started outlining a pyramid article awhile back, but I don't have time for that kind of writing and they don't take pitches anymore) is to redefine the feint option a bit:
Combine that with Evaluate, and it could, perhaps, make a real tactical game of "two fighters circling each other." You Bait them, and they are incentivized to change things up: they change the range immediately with a Retreat/Slip; they keep circling with a Sideslip; they go all-in by following with a Move-and-Attack, All-Out Attack, or Committed Attack; they turtle up with All-Out Defense or Defensive Attack; etc. |
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| Tags |
| deceptive attack, defence, feint |
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