Mark
CreativeMountainGames.com
WampusCat43 said:I've seen the other guys roll first, realize (or at least think) they were screwed, and make very little effort from there. No mas
Another good reason for the hidden roll...

WampusCat43 said:I've seen the other guys roll first, realize (or at least think) they were screwed, and make very little effort from there. No mas
S'mon said:Well, my "rule" predated my adoption of 3e as the system I use, so I start more from twisting 3e to fit my world & playstyle rather than seeing the rules as a thing-in-themselves. I use the rules to help simulate my gameworld's reality rather than as being definitional of that reality, ie if there' a conflict I change the rules, not the reality. BTW I'll be running the Conan RPG tomorrow, this reminds me I should tell the players they can get combat bonuses for good tactics etc, it's particularly appropriate there I think.![]()
S'mon said:Specifically re Feinting, I'm a bit unhappy that you can't really Feint in combat without the Improved Feint feat. I think some feints (combat uses of Bluff) should be move-equivalent or even free actions; they may not render the opponent flat-footed & open to sneak attacks but they might give you +2 to-hit them or such.
Feinting is a standard action. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any).
This attack must be made on or before your next turn.
When feinting in this way against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting in combat does not provoke attacks of opportunity.
Mark said:What you are describing seems awfully generous, IMO. I think the point to it denying a Dex bonus is because only someone with a Dex bonus could react fast enough for a Feint to make a difference. A slow-on-their-feet person wouldn't have the quickness/chance to let down their guard before the follow up came through.
(Just to have the rule available...)
S'mon said:Hm, I don't agree. I think most people should be able to bluff in combat as a move-equivalent action, and get a benefit if successful. +2 to-hit is hardly OTT to my mind, that assumes a plausible bluff and a successful roll. Some cases might be a standard action but give a free attack if successful, ie if you fail you get 0 attacks that round.
3e's tactical-wargame approach does tend to discourage improvisation outside the rules, I've noticed. Certainly I want my Conan RPG players to be thinking about combat maneuvers and gripping descriptions, as well as battlegrid tactics.
Mark said:Yup. I hear you. It's a temptation, always, for us old-schoolers to tamper with the rules, here and there, to increase the various things that don't seem to work the same way as they did in previous versions (or as they did in comparison to house rules we might have used in previous versions to fill gaps that were there). Problem is, once you make that adjustment you run the risk of creating a rule/move/advantage that everyone takes because it becomes just too useful to ignore in comparison to other things that now seem underpowered.
Berandor said:So, if one of your players describes a wonderfully detailed sword stab aimed at the enemy's guts, would you give the enemy a -10 to his AC?
Just asking.
FireLance said:I prefer to use (and have used, earlier in this thread) the question of whether a doctor or a certified first aider who gives a step-by-step description of how to administer first aid should get any kind of bonus to his Heal checks. I think this is something that more people can relate to than stabbing an enemy in the gut.
Mark said:A circumstance bonus (or penalty) is applied to skill checks. I've never seen it suggested in the rules that it should be applied to combat.