I find the fact that a rogue can force/trick an opponent into making a mistake and/or creating an opponent better than the class who are supposed to be unparalleled in combat (i.e. fighters). D&D has the system set up so that the combat-focused skills are based on Bluff and Sense Motive, two skills that are cross-class skills for the Fighter. Thus, the Combat Tactics skill.
Combat Tactics (Int)
Class skil for warrior-types (Fighter, Barbarian, Ranger, Paladin, and priests who focus on war).
Combat Tactics grants the ability to make practical, solid observations in regards to combat. This skill may be used in four ways:
Combat Prediction: (as the Sense Motive: Combat Prediction skill in Sword & Fists). You get a good though general idea of an opponent's combat skill. This use of the skill requires you to spend a minimum of 3 rounds observing an opponent who is engaged in combat. You can take no other actions in that time other than moving your normal movement rate. You must keep your subject in view at all times. The DC is 20 +1 for every experience level your opponent has attained (or CR in the case of non-class opponents). If successful, you gain a +4 circumstance bonus on your first attack roll against the observed opponent. This attack must come within 24 hours of the observation or the bonus is lost. You cannot gain this bonus against the same opponent twice unless the character's level has changed sinse you last observed him/her.
Decipher Strategy: (as the Sense Motive: Decipher Strategy skill in Sword & Fists). You assess a combat situation and determine its true purpose. You must observe the combat for a minimum of 3 rounds before making the skill check. The DC is 15 +1 for every opponent you face. If successful, you determine your opponent's true motive (cut you to pieces, lure you away from or drive you toward a particular spot, rescue a captive, and so on).
Feint: This aspect of Combat Tactics allows a bonus to perform a Feint manuever in combat. Feinting is a miscellaneous Standard Action that does not draw an attack of opportunity. The benefits of performing a successful Feint apply to your next attack roll against that oppenent. However, if your opponent gets an action before your next attack roll then the benefits of Feint are lost. Against a non-humanoid creature you suffer a -4 penalty to Feint. Against a creature of Animal Intelligence (1 or 2), you suffer a -8 penalty. Against a non-intelligent creature it is impossible to Feint. A successful Feint allows you to benefit from one (and only one) of the following choices, decided at the time of the Feint skill check:
Oppose Feint: Combat Tactics is used to oppose any Feint manuever.
I changed the benefits of Feint so that rogues are not the only class to benefit from performing a Feint manuever. Having been using this system in my game since 3E came out I find that it works exceptionally well.
Combat Tactics (Int)
Class skil for warrior-types (Fighter, Barbarian, Ranger, Paladin, and priests who focus on war).
Combat Tactics grants the ability to make practical, solid observations in regards to combat. This skill may be used in four ways:
Combat Prediction: (as the Sense Motive: Combat Prediction skill in Sword & Fists). You get a good though general idea of an opponent's combat skill. This use of the skill requires you to spend a minimum of 3 rounds observing an opponent who is engaged in combat. You can take no other actions in that time other than moving your normal movement rate. You must keep your subject in view at all times. The DC is 20 +1 for every experience level your opponent has attained (or CR in the case of non-class opponents). If successful, you gain a +4 circumstance bonus on your first attack roll against the observed opponent. This attack must come within 24 hours of the observation or the bonus is lost. You cannot gain this bonus against the same opponent twice unless the character's level has changed sinse you last observed him/her.
Decipher Strategy: (as the Sense Motive: Decipher Strategy skill in Sword & Fists). You assess a combat situation and determine its true purpose. You must observe the combat for a minimum of 3 rounds before making the skill check. The DC is 15 +1 for every opponent you face. If successful, you determine your opponent's true motive (cut you to pieces, lure you away from or drive you toward a particular spot, rescue a captive, and so on).
Feint: This aspect of Combat Tactics allows a bonus to perform a Feint manuever in combat. Feinting is a miscellaneous Standard Action that does not draw an attack of opportunity. The benefits of performing a successful Feint apply to your next attack roll against that oppenent. However, if your opponent gets an action before your next attack roll then the benefits of Feint are lost. Against a non-humanoid creature you suffer a -4 penalty to Feint. Against a creature of Animal Intelligence (1 or 2), you suffer a -8 penalty. Against a non-intelligent creature it is impossible to Feint. A successful Feint allows you to benefit from one (and only one) of the following choices, decided at the time of the Feint skill check:
1. Opponent does not gain his/her Dexterity bonus, if any, to armor class.
2. Attacker receives a +2 circumstance bonus to perform any one maneuver (i.e. Trip, Disarm, Sunder, Bull Rush, etc).
3. Opponent receives a -2 circumstance penalty to armor class (but retains his/her Dexterity bonus, if any).
4. Opponent receives a -2 circumstance penalty to any one skill check or save.
Oppose Feint: Combat Tactics is used to oppose any Feint manuever.
I changed the benefits of Feint so that rogues are not the only class to benefit from performing a Feint manuever. Having been using this system in my game since 3E came out I find that it works exceptionally well.