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#41 | |
Join Date: Aug 2018
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B365 says "within reach", I don't think Move is part of Reach. How would the person you're feinting even know what your Move was? Like feinting with a Shield, maybe this should require demonstrating full Move to the enemy first?
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#42 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#43 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Also, I'm just not sure that the deceptive value of being acrobatic is the same with ranged attacks as with melee. With a melee attack, the strike could potentially come at any point during the attacker's flip or somersault or whatever. But with a ranged attack, the attacker knows it has to come when the weapon is pointed at them - they can effectively ignore the rest of the attacker's body, and just watch the gun. Linked to this is the problem that if you do all your acrobatics, then stop and fire, I can't really see how the acrobatics would continue to throw your opponent off, so to make it make sense, you really need to both shoot and make your Acrobatics roll on the same turn, rather than sequentially. All that said, I suppose there's enough cinematic precedent for Acrobatic movement while firing a gun to be useful that I could see the ranged feint being used. It's effectively even more cinematic than the Mobility Feint I proposed above, though. And it's definitely a different technique - the penalty is going to be different, for one thing, since Move and Attack uses different penalties for melee and ranged attacks. Here's a stab at it: Ranged Mobility Feint Hard Default: Combination (Acrobatics/Feint-2; Crossbow, Bow, Gun (speciality), Throwing, or Thrown Weapon (speciality)/Torso-2); Cannot exceed Acrobatics+0 or Gun+0.This is the cinematic technique of moving acrobatically in an unpredictable way while firing a ranged weapon, making it harder for your enemy to anticipate your shot, and thus avoid it. To accomplish this, you can move any distance up to your full Move, and must make a Quick Contest of your Acrobatics against the opponent's best weapon skill, as a normal ranged Feint. Regardless of whether you succeed, you must then attack with your chosen ranged weapon skill. If your opponent lost the Quick Contest, subtract your margin of victory from their defense. However, if you lost the contest, your opponent adds their margin of victory to their defense - you badly telegraphed your attack! Regardless of the results of the Quick Contest, if you succeeded on your Acrobatics roll, you get +2 to your next dodge, as per normal Acrobatic Dodge. If you do not have a cinematic advantage such as Gunslinger, Weapon Master, etc. that reduces the penalties for ranged Move and Attack maneuvers and Rapid Strikes, the penalties for both maneuvers in this technique are much higher: -6 and a further penalty equal to -2 or the Bulk of the weapon you are using, whichever is higher. |
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#44 | |
Join Date: Nov 2016
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That goes for melee attacks indeed; but move and attack is also a melee attack when you employ melee methods. When you are in combat, and you feint successfully, then you trick the foe into thinking you will attack. That’s how it’s done. Regarding acrobatics, you are not going to hit the guy with acrobatics. You are just feinting with acrobatics (hitting the guy with any kind of attack is something else). As MA/51 says: “You’ve practiced using gymnastics to catch enemies off-guard. Similar perks might exist for other skills (e.g., “Dancing Feints” for the Dancing skill); see Feints Using Non-Combat Skills (p. 101).” And it does not say you require the perk “acrobatic kicks”. And, on the other hand, Martial Arts states you can make ranged feints (MA/121). So you can enter the feint as ranged or melee depending on the situation, because acrobatics “catches the enemy off guard”. Maybe you just distracting him with graceful maneuvers. Or your enemy could think you are going to throw something against him, or that you are going to slam him or whatever. Acrobatics itself is expensive, then you need the perk and also a technique. It is not that complicated; If the guy sees you then, you can make the feint. You could also apply it to dancing. - Hide |
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#45 | ||||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Which being what you are performing, means... *drumroll* melee drawbacks.
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That was a distraction, not a feint. There is a difference. |
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#46 | ||||
Join Date: Nov 2016
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On the other hand, B365 does not say "within weapon's reach" it says "You cannot Feint someone unless you could have hit him with a melee attack – that is, your weapon is ready and your foe is within reach.". So, if the target is on move and attack's reach, then it means you can hit him with a melee attack or feint. And about mentioning acrobatics is expensive... that's not a plain bene. It points to making a justified investment: The drawbacks are covered by the technique, the perk is the “accessory” that allows you to commit acrobatics to perform a feint and, that in order to have this working you got to be a very skilled guy (because the hard skill is taking a -7 to make the technique). Only then you can make the acrobatic feint work quite properly. Quote:
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You could have throwing art, you could employ anything to make an effective ranged attack. Hence, you could attack with the sword in a ranged attack maneuver OR you could employ the move and attack maneuver (melee). The feint is effective because the enemy is within reach of these two alternatives to attack. In my opinion, that is the teamwork perk and the "dancing feint" perk. After all, in GURPS terms they did a teamwork attack; maybe some gestures from Drax and Rocket on the first turn, then the dancing feint to distract the guy and lower his defenses (as he ultimately notices the attack when Starlord tells him about it). |
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#47 | ||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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So one person can't just stand safely off at a distance Feinting or Rusing at someone and passing the effects of the Feint/Ruse off to a team member because they aren't a threat.
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When you are 5 yards away, how is the foe within Reach of your weapon? Just because you could move over and hit him, after a Move, doesn't mean the foe is in Reach when you are 5 yards away. When you are 5 yards away holding a melee weapon, you are effectively not enough of a threat to Feint. GURPS combat is just abstraction enough that occasionally you have these cases where what you believe isn't supported by the rules. At that point, just go with the clearest reading of the rules, in this case in order to melee Feint you have to be a clear and present threat to the foe (ie: "your foe is within reach"), not a possible, maybe, potential danger. Quote:
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#48 | |
Join Date: Dec 2008
Location: Behind You
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#49 |
Join Date: Dec 2008
Location: Behind You
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Is the back and forth about using acrobatics for a ranged feint?
Any object can be thrown at someone. If I have a sword and I threaten to throw it at anyone they are going to flinch or even cover themselves, which might be the point of a ranged feint. If you don't believe me, pick up a book, go to your friend and act like you're going to toss it at them. Part of the text is to "Draw out the enemy's defense", making people think you're going to hit them. If you got something in your hand you can probably make a ranged feint. If you can MAKE people think you have something in your hand you can probably make a ranged feint. How many times have people fake thrown a tennis ball for a dog only to see the thing run off looking for it? Keep in mind ranged feints always take distance penalties into account. Can acrobatics work with this? In a cinematic world anything is possible. Maybe you toss up a grenade, fake the first kick with a flip and soccer kick it after to feint and toss it. Who knows, I seen crazier stuff in the big screen.
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#50 | |
Join Date: Nov 2016
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And if the enemy was skilled enough, then he would simply "resist the feint". I agree, indeed. |
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dwa, feint |
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