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#1 | |
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Join Date: Jun 2022
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As bonus you will never have a MoV of 0. * I did do once allowing for the defender's to get a defense bonus on a bad feint versus a good anti-feint roll, but it made for Players once again never wanting to Feint to avoid that. Now I also allow a 'failed' Feint roll to still succeed if the defender has an even worse margin. Frex: Feinting PC has a Rapier skill of 15 and they roll a 16 for -1 Margin, the defender has a DX of 12 and they roll a 15 for a -3 Margin; (-1) - (-3) = 2, giving the defender a -2 penalty to their defenses against the Feinting PC's next attack. As a bonus knowing that they can still succeed even on a 'failed' roll has made Feints a bit more popular among PCs with skills below 16.
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Run the game you want to play in. Last edited by mburr0003; 12-06-2024 at 08:15 PM. |
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#2 | |
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Join Date: Jun 2013
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As for victory against a Feint attempt giving a defense bonus, a lesser version might be appropriate for a duelist or similar. Riffing off t-bone's suggestion, maybe have every MoV 3 count as a free Evaluate against the Feinting character - the character gave away too much, allowing the defender to spot holes in their defenses (as well as clue them in on future deceptive attacks and the like). It's a benefit to reward a character who does a good job at resisting the Feint, but not such a large one as to make the players no longer willing to use that option. If it does make them hesitant, consider locking it behind a Perk - such a Perk would be appropriate for dedicated duelists and others who have opted to invest in the Feint Technique, but the bulk of foes wouldn't have it. I like it. It does make Evaluate a bit less valuable (sure, it's automatic rather than relying on a roll, but most characters who are going to be using Feint are likely to have sufficient skill to make the roll fairly reliable), but it also means you aren't completely discarding a previous Feint to try a new one.
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GURPS Overhaul |
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