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Join Date: Mar 2017
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Now that I finally managed to actually play and run a GURPS game, my appreciation of the system has only grown :-)
But GURPS is a big system with many mechanics and rules. It is to be expected that not all of them are winners. One of the duds is, in my view, the Feint maneuver. I think on paper the mechanics are fine. Also, if a player uses Feint I don't see an issue either. But if an NPC uses Feint against a player character things start to break down. The issue in my mind is that the task resolution of a Feint is very distinct and thus clearly recognizable. In other words: it is very transparent for the players if their characters have been Feint'ed. This can (and will) inform their decision. A player might have felt secure with an active defense of 14 or something. But seeing that they would get a massive penalty for being Feint'ed, they could go "Ah screw it. If I can not rely on my defense I will just go All-out.". Or try to foil the attack by moving away (so that the enemy would have to use Move-and-attack). Or any other decision informed by the fact that there is a looming penalty on defense. While a successful Feint might still affect the battle in some way its transparent nature make it a poor representation of, well, a feint. What is your experience with Feint against player characters? Are there any ideas for changing the Feint rules to make it a better representation of feinting? |
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| Tags |
| deceptive attack, defence, feint |
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