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#1 | |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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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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#2 | |
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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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#3 |
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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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#4 | |
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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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#5 | ||
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Join Date: Jun 2013
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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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#6 | |
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Join Date: Aug 2004
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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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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The realistic purpose of a feint is to get your opponent out of position; thus, your follow-up attack must be fast enough that your opponent lacks the time to get back in position. As GURPS permits a full reset (recover your active defenses, etc) in a turn, a feint should be faster than that. Which basically means deceptive attack.
The other problem with feint is that most of the time it's just a bad maneuver, you'll be better off taking the attack action twice instead of one feint and one attack. There are edge cases (double-dagger weapons, aiming for difficult hit locations) where the math can work out, but in routine situations it doesn't. |
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#8 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#9 |
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Join Date: Jun 2013
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If you just flinched and then have the opportunity to attack, move out of the way, activate your forcefield, etc, then that flinch shouldn't have any impact on your defenses. As Anthony notes, the way GURPS typically handles Feints doesn't make narrative sense - there's simply too much the target can do between you throwing the Feint and actually attacking. So you generally have to require Feints to be done on the same turn (or maybe as part of a Wait that goes off after the target has acted), get rid of Feint altogether, or you've got to fudge things some. The suggestions I've made here fall under the first (the Feint and Attack option) and the last (the defend-against-misses option); the middle option would replace Feint with Deceptive Attack (in turn representing feinting and attacking in quick succession). The idea of making a Feint into a general "unbalance foe" option probably would fall into the "fudging things" category; it's an interesting option, but may be a bit too powerful.
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GURPS Overhaul |
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#10 | |
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Join Date: Aug 2004
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The problem with feint isn't that it doesn't make any sense or isn't realistic; it's that it's not optimal/tactical to use the mechanic under many circumstances. (There are better options, like Deceptive Attack et al, under some of those "many circumstances" at least.) Were I to try to improve Feint-the-GURPS-rule (a pipe dream, as it is for ~all of us), I would personally lean in to the "get them out of position" interpretation instead of the "make them believe something happened" interpretation, because I think it makes for more dynamic and playable gameplay, and because it wouldn't lean on "hiding" more table information from players/characters. And I would avoid more steps and back-and-forth to the core gameplay mechanics (like declared defenses and such), because GURPS is already "a lot" in that regards. LATER EDIT: another analogy occured to me. I think both Feint and Deceptive Attack are examples of "exploiting your opponent's OODA loop." However, Deceptive Attack is "getting inside it" whereas Feint is out-maneuvering it. Which really does illustrate why Deceptive Attack is "better" and Feint implies/requires a big skill differential. Last edited by kenclary; 01-11-2024 at 02:15 PM. |
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| Tags |
| deceptive attack, defence, feint |
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