Ok, coutering Feint with Intimidate is just something I find too hard to swallow.
Also, Cocentration is all about patience... and I see no reason in the world why a wizard would have any practical practice at negatng feinting attempts.
As for your experience... fencing practice is quite different from RL combat. You're not afraid of actually getting hurt (other than a sprung ankle) so you're ok with over taxing yourself (there's counter-tactics to feinting - catching your opponent off-guard just as he feints).
I also think you missed the point in my explanation.
For a mere mortal, BAB probably culminates at +3, making it the least significant factor in feinting.
Now, given that:
1. Cha is a measure of one's general persuasiveness and Wis is a measure of one's general perceptive capabilities & attantion.
2. High enough Bluff & Sense Motive involve body language to a certain degree.
3. High BAB means a helluvalot combat practice.
4. Non-bipeds don't have a manageable biomechanics.
5. Low-Int oppenents hardly defend themselves and 0-Int opponents don't defend at all.
Things boil down to make my suggeted Feint check (and notes) quite reliable.
As for your suggestions for the general mechanics - I couldn't agree more.
Here's how I think it should be done (tell me what you think of it):
- Feint is a move action to begin with.
- A successful Feint renders your opponent flatfooted in regards to the augmented attack.
- If you can make a sequence of more than a single attack (whether or not as a full attack), you can attempt (using the Feint option) to augment one of your attacks by spending your next attack. The Feint check is rolled using the AB of the attack you’re attempting to augment. For instance, suppose you have +11/+6/+1 sequence available. If you wish to augment your primary attack (+11), you lose your secondary attack (+6), but you make your Feint check at +11. You could instead choose to augment your secondary attack (making the Feint check at +6) by trading your tertiary attack.
- Improved Feint grants +4 to all opposed Feint checks - both offensive and defensive.
The description may seem somewhat clunky, but:
1. The actual execution is quite simple.
2. This mechanic is meant to make Feint a tactical option one would consider whether to use or not (and when) – not a dead option or a “you have to be brain dead not to use it” option. It all depends on your odds of nailing a specific attack. If the next one is almost a sure miss, why not put it to a better use.
Also, Cocentration is all about patience... and I see no reason in the world why a wizard would have any practical practice at negatng feinting attempts.
As for your experience... fencing practice is quite different from RL combat. You're not afraid of actually getting hurt (other than a sprung ankle) so you're ok with over taxing yourself (there's counter-tactics to feinting - catching your opponent off-guard just as he feints).
I also think you missed the point in my explanation.
For a mere mortal, BAB probably culminates at +3, making it the least significant factor in feinting.
Now, given that:
1. Cha is a measure of one's general persuasiveness and Wis is a measure of one's general perceptive capabilities & attantion.
2. High enough Bluff & Sense Motive involve body language to a certain degree.
3. High BAB means a helluvalot combat practice.
4. Non-bipeds don't have a manageable biomechanics.
5. Low-Int oppenents hardly defend themselves and 0-Int opponents don't defend at all.
Things boil down to make my suggeted Feint check (and notes) quite reliable.
As for your suggestions for the general mechanics - I couldn't agree more.
Here's how I think it should be done (tell me what you think of it):
- Feint is a move action to begin with.
- A successful Feint renders your opponent flatfooted in regards to the augmented attack.
- If you can make a sequence of more than a single attack (whether or not as a full attack), you can attempt (using the Feint option) to augment one of your attacks by spending your next attack. The Feint check is rolled using the AB of the attack you’re attempting to augment. For instance, suppose you have +11/+6/+1 sequence available. If you wish to augment your primary attack (+11), you lose your secondary attack (+6), but you make your Feint check at +11. You could instead choose to augment your secondary attack (making the Feint check at +6) by trading your tertiary attack.
- Improved Feint grants +4 to all opposed Feint checks - both offensive and defensive.
The description may seem somewhat clunky, but:
1. The actual execution is quite simple.
2. This mechanic is meant to make Feint a tactical option one would consider whether to use or not (and when) – not a dead option or a “you have to be brain dead not to use it” option. It all depends on your odds of nailing a specific attack. If the next one is almost a sure miss, why not put it to a better use.
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