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#31 | |
Join Date: Nov 2016
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#32 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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1 - "The benefits and drawbacks of Move and Attack “stack” with those of your acrobatic feat." Also the paragraphs repeatedly mention "the effective skill limit of 9". 2 - "When creating a technique based on Acrobatic Attack..." and "Neither is Deceptive Attack, unless you’re making an attack that removes the skill cap (such as a slam or a cinematic technique like Flying Jump Kick), as it requires a final effective skill of at least 10." In other words that "-1, then you can ignore the skill cap at 9" is only for creating Techniques that specifically remove the skill cap (like Flying Jump Kick). Those Techniques are likely to be Cinematic. |
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#33 | |
Join Date: Nov 2016
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Thanks for your comments, - Hide |
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#34 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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If the GM did allow such a technique, though, it might look something like this: Mobility Feint Hard Default: Acrobatics-7; Cannot exceed Acrobatics.This cinematic technique allows you to tumble, front-flip, or otherwise move towards your opponent in a way that confuses and deceives them. This is a Move and Attack maneuver that allows a Feint, using your Acrobatics, and does not suffer the usual skill cap of 9 for Move and Attack. Additionally, it counts as acrobatic movement, meaning that if you succeed on the Acrobatics roll (regardless of whether you win the Quick Contest), your next Dodge counts as an Acrobatic Dodge, with +2. To attempt this technique, you must be able to move within your reach of the opponent you are trying to deceive. |
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#35 | |
Join Date: Nov 2016
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#36 |
Join Date: Aug 2018
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What is the reach though? It's straightforward enough with weapons, but not always as clear with unarmed skills.
I would assume for example with Boxing or the 3 grappling forms you could only feint at range C because none of them have kicks, but with Brawling/Karate you could feint at range 1 because they can be used to do kicks. Perhaps Acrobatics could begin with Range C, but be able to feint at Range 1 with the Acrobatic Kicks perk? |
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#37 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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#38 | ||
Join Date: Nov 2016
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I think you are assuming melee contact during the feint "attack". Feints needn’t be limited to melee combat. When I thought/asked of this feint I was also considering the "ranged feint" established on MA/121. The intention of this feat is not hitting the guy using acrobatics (melee), but using acrobatics to fake your maneuvers. So, it could be either for ranged or for close combat. So, as long as the guy sees you, it is OK; it puts to work the perk "acrobatic feints", regardless of range and regardless of "acrobatic kicks perk" (which has another scope). Also, consider you can always move and attack on your next turn, that puts you into range if your enemy is not in your weapon's range. When you execute the feint both of you are in the range of vision and presenting a threat (either the ranged weapon's range or the move and attack range). This is where the "mobility feint" comes into play, you are also with the intention of moving into melee range (or actually, moving towards your target while feinting). - Hide Last edited by Hide; 10-02-2018 at 03:23 PM. |
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#39 | ||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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#40 | |
Join Date: Nov 2016
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On the ranged feint part, I understand your point; however, what kind of factors play in your skepticism? - Hide |
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Tags |
dwa, feint |
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