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[CONAN] Examining the Feint
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<blockquote data-quote="Water Bob" data-source="post: 5792480" data-attributes="member: 92305"><p>The Feint is a complicated and interesting combat option. This examination is from the Conan RPG POV, since that's the game I run. I suspect that the Feint may be used a bit differently in normal d20 games since Conan uses Parry and Dodge AC's and armor that absorbs damage--thus it may be a slighlty different rule (I'm not sure.).</p><p> </p><p>Let's look at one of the characters from my campaign, Silaigne, attempting the maneuver.</p><p> </p><p>When Silaigne first attempts the maneuver, he gives up an attack, using his Standard action to attempt the Bluff roll for the Feint. If successful, on the following round, the target is considered Flat Footed (cannot Dodge or Parry).</p><p> </p><p>So, basically, if the Feint attempt is successful 100% of the time, then Silaigne gets his number of attacks cut in half, but the other 50% of the time, Silaigne is attacking his target needing only a 10+ on the attack roll to hit.</p><p> </p><p>Is it worth it, giving up half your attacks for such a bonus on your attack? Maybe. It ain't bad.</p><p> </p><p>Now, let's give Silaigne the <strong>Improved Feint</strong> Feat. What this will do is allow the Feint to happen each round, instead of every other round. Silaigne would no longer have to give up half his attacks.</p><p> </p><p>This almost seems like a game breaker, doesn't it? I mean, successful Feints strip the target of all of his Parry or Dodge defenses. If you get good at the Feint, the character becomes quite formidable in combat.</p><p> </p><p>Is this broken?</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>What's it cost to be good at the Feint? A high CHR score helps, which means that's a high score that can't be put into DEX or STR (or even CON for extra hit points). </p><p> </p><p>Skill points put into Bluff also help, since the Feint roll is a Bluff roll--but is this a cost? A high Bluff modifier helps the character in obvious ways, and now, this allows the character to bring a high mod skill into combat--I'd call this more of a perk.</p><p> </p><p>In order to get the <strong>Improved Feint</strong> Feat, the character needs INT 13+ and the <strong>Combat Expertise</strong> Feat. Depending on how you look at it, that could be a cost because the character is using precious Feat Slots for the requirements.</p><p> </p><p>Rightly, the opposed roll for a Feint to succeed is a Sense Motive check where the target is allowed to apply his BAB to the throw (simulating more experience using their experience in this type of combat matter).</p><p> </p><p> </p><p> </p><p>So, is the Feint worth it?</p><p> </p><p>Does Feint have the potential to be a game breaker?</p><p> </p><p>Thoughts?</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>EDIT: Can the Feint be used to defeat or disregard Total Defense?</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5792480, member: 92305"] The Feint is a complicated and interesting combat option. This examination is from the Conan RPG POV, since that's the game I run. I suspect that the Feint may be used a bit differently in normal d20 games since Conan uses Parry and Dodge AC's and armor that absorbs damage--thus it may be a slighlty different rule (I'm not sure.). Let's look at one of the characters from my campaign, Silaigne, attempting the maneuver. When Silaigne first attempts the maneuver, he gives up an attack, using his Standard action to attempt the Bluff roll for the Feint. If successful, on the following round, the target is considered Flat Footed (cannot Dodge or Parry). So, basically, if the Feint attempt is successful 100% of the time, then Silaigne gets his number of attacks cut in half, but the other 50% of the time, Silaigne is attacking his target needing only a 10+ on the attack roll to hit. Is it worth it, giving up half your attacks for such a bonus on your attack? Maybe. It ain't bad. Now, let's give Silaigne the [B]Improved Feint[/B] Feat. What this will do is allow the Feint to happen each round, instead of every other round. Silaigne would no longer have to give up half his attacks. This almost seems like a game breaker, doesn't it? I mean, successful Feints strip the target of all of his Parry or Dodge defenses. If you get good at the Feint, the character becomes quite formidable in combat. Is this broken? What's it cost to be good at the Feint? A high CHR score helps, which means that's a high score that can't be put into DEX or STR (or even CON for extra hit points). Skill points put into Bluff also help, since the Feint roll is a Bluff roll--but is this a cost? A high Bluff modifier helps the character in obvious ways, and now, this allows the character to bring a high mod skill into combat--I'd call this more of a perk. In order to get the [B]Improved Feint[/B] Feat, the character needs INT 13+ and the [B]Combat Expertise[/B] Feat. Depending on how you look at it, that could be a cost because the character is using precious Feat Slots for the requirements. Rightly, the opposed roll for a Feint to succeed is a Sense Motive check where the target is allowed to apply his BAB to the throw (simulating more experience using their experience in this type of combat matter). So, is the Feint worth it? Does Feint have the potential to be a game breaker? Thoughts? EDIT: Can the Feint be used to defeat or disregard Total Defense? [/QUOTE]
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[CONAN] Examining the Feint
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