Dust Raven Posted September 24, 2006 Report Share Posted September 24, 2006 How do you guys handle feints? I know there are rules for performing feints in the UMA and other places, but what I'm wondering is how well these actually work, and what other methods/house rules you all use or have used. What seems to really work and what doesn't? I'm looking for options from using Feint as a combat maneuver, as a Skill use to actually paying points for the privilage of performing highly effective feints. What's good? Quote Link to comment Share on other sites More sharing options...
Manic Typist Posted September 24, 2006 Report Share Posted September 24, 2006 Re: Feints I dunno. I might treat it like a Block, in that if the opponent falls victim to the prank, then they drop their DEX in terms of determining which of you goes first next round. Or, give the player a plus or two to OCV, or some negatives to the DCV of the sucker. Quote Link to comment Share on other sites More sharing options...
Lord Mhoram Posted September 24, 2006 Report Share Posted September 24, 2006 Re: Feints I just buy +2 OCV takes a half phase. You spend the half phase, you get the bonus on the other half of the phase. Quote Link to comment Share on other sites More sharing options...
Edsel Posted September 24, 2006 Report Share Posted September 24, 2006 Re: Feints The Ultimate Skill has a couple of paragraphs on using Sleight of Hand to do Feints and Foists in Combat. Quote Link to comment Share on other sites More sharing options...
Lucius Posted September 24, 2006 Report Share Posted September 24, 2006 Re: Feints How do you guys handle feints? Position the victim on their back. Check that the airway is clear, check for breathing and circulation; use artificial respiration or CPR if necessary. If the person is breathing, raise the legs to increase blood flow to the brain, and loosen belts, ties, and other restrictive garments. Remember that they may have sustained injuries in the initial fall, check for those. If consciousness is not recovered in a minute or so, or if breathing seems abnormal, call 911 or otherwise seek immediate emergency assistance. Lucius Alexander The palindromedary says, you know Lucius, for someone who was an English major you sure make a fool of yourself sometimes.... Quote Link to comment Share on other sites More sharing options...
yamamura Posted September 24, 2006 Report Share Posted September 24, 2006 Re: Feints The Ultimate Skill has a couple of paragraphs on using Sleight of Hand to do Feints and Foists in Combat. Plus an optional Feint rule.... Quote Link to comment Share on other sites More sharing options...
L. Marcus Posted September 24, 2006 Report Share Posted September 24, 2006 Re: Feints . . . Wouldn't it be simpler to just let Feints be covered by allocation of CSLs? Quote Link to comment Share on other sites More sharing options...
Dust Raven Posted September 24, 2006 Author Report Share Posted September 24, 2006 Re: Feints CSLs are great, and its even simpler to just say a feint is part of an ordinary attack process. What I'm look for are options. I'm definately looking to pick up TUSk, the use of Sleight of Hand seems appropriate. Anyone use any methods involving a Combat Maneuver, or have created a Feint maneuver of any kind? Quote Link to comment Share on other sites More sharing options...
Vondy Posted September 24, 2006 Report Share Posted September 24, 2006 Re: Feints I roll play them. A sleight of hand, acting, or relevant martial arts skill roll in conjunction with a good description can net you a CV bonus. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted September 24, 2006 Report Share Posted September 24, 2006 Re: Feints Feints are only really necessary in a certain sort of game - restricted DEX and combat skill made up by levels - i.e. a 'normal' game. Moreover, they are only really necessary against an opponent fighting sensibly i.e. favouring defence over offence in a really dangerous situation. Hero has equal opponents hitting 62.5% of the time, which is great for game flow but not really that realistic for 'real' fighting, and this makes feinting a reduntant, or at least reduced utility manouvre. Moreover there are two sorts of feint (at least) - offensive, where you feint an attack to get the opponent to commit to a defence, or defensive wehre you leave an opening for the opponent to exploit, and catch them off guard that way. Hero does not really do narrative combat but I would think that a feint, mechanically, is simply increasing your OCV/decreasing the opponents DCV for an offensive feint, or, mechanically at least, something very much like a block for a defensive one. Now one question you need to ask - is the combaty disadvantage you put your oppoennt at with the feint something only you can exploit, or something anyone can exploit? If the latter, how about negative CSLs? If the former, I'd go for limited 5 point CSLs. Alternatively you can do it all with the Analyse skill, or just use an appropriate skill (slieght/acting) and a surprise bonus. Quote Link to comment Share on other sites More sharing options...
Ockham's Spoon Posted September 25, 2006 Report Share Posted September 25, 2006 Re: Feints I roll play them. A sleight of hand' date=' acting, or relevant martial arts skill roll in conjunction with a good description can net you a CV bonus.[/quote'] Ditto. It is just a form of "Surprise Manuever". That said, I have had characters who were supposed to be particularly good at feints, and had extra levels or Damage Classes to represent that, usually highly skilled normals trying to compete on a superpowered level. _____________________________________________________________ Drained and blue I bleed for you You think its funny But you're drowning in it too. - Alice in Chains Quote Link to comment Share on other sites More sharing options...
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