Quote:
Originally Posted by mburr0003
Something I've doen to improve Feints - because as they stand they are inferior to Deceptive Attack - is to instead use the Margin of Victory
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Now I also allow a 'failed' Feint roll to still succeed if the defender has an even worse margin.
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This is basically changing a Feint from being a special case that is like a Quick Contest, to just being a Quick Contest. And while I was hesitant about it at first (as noted earlier in the thread), I think this is both a way to give Feints a leg up as well as something that simplifies matters a bit.
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.
Quote:
Originally Posted by tbone
Whether or not your Feint succeeded (i.e., resulted in a defense penalty for the target), as long as your roll succeeded (even by 0), treat the action as a turn of Evaluate.
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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.