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Old 01-14-2012, 05:03 PM   #4
vicky_molokh
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Default Re: Feints don't make sense to me...

Quote:
Originally Posted by bocharuk View Post
This brings me to another question then. If combat is fluid to the characters and there's no waiting as you say, then what about penalties to defense for subsequent attacks? Ex: the -4 per parry after the first with the same weapon. Wouldn't all attacks after the first round be subsequent ones?

Having my defenses 'refreshed' at the start of my turn indicates there are concrete blocks of action time and that there is some sort of break 'between rounds' or at least 'between turns'.
The situation with Feints is that Basic Set offers resolving Feints immediately as a matter of simplicity. Martial Arts offers a more accurate, but somewhat counterintuitive method:
A declares Feint, and writes down/memorizes all appropriate modifiers.
B does whatever B does.
A declares an Attack, and immediately before the attack resolves the Feint against B. The Feint's effect is applied to this attack.

Notice that it is not clearly defined how long setting up the feint took - it could be a fraction of a second, it could be the whole time period from the Feint being declared to the resolution of the following Attack.

While GURPS combat is not as abstract as WoD or D&D, it does have some leeway for interpreting the events.
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