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brewmaster_vitty

well hallo thar! introductions (i bring gifts: homebrew feint rules)

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 Greetings to everyone here on the FF Anima boards. (lets see how long i can keep this good grammar up).

First off let me thank all of you for your help, i just made this account but i have been coming to these forums for a little while now to find answers to the many, many issues me and my friends have been having with this wonderful system. we've been pitching in on all the books so far and let me say, the headaches this system has caused have been totally worth it. but i digress...

 

One thing we noticed is that this game doesn't (yet) seem to have rules for feints (or 'fake outs' if you want), which is something some of the players in my group are known for when we play other systems (myself including) so we got together and decided on some rules for feints. We made feinting a standard combat maneuver anyone can attempt (just like takedowns, combat acrobatics, trapping, ect...), and we made two style modules to go with it (as well as a new secondary ability, we got carried away).  So, submitted for your judgement and enjoyment, my groups feint rules, the two combat modules that go with them, and the new secondary ability we did up.

 

feint
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using slieght of hand the character is able to momentarily fool, fluster, or outmanuever his opponents defences. the attacker declares a feinted attack and first makes a slieght of hand check oppossed by the defenders notice, if the defender beats the attackers slieght of hand check he also succsessfully prevents the attack and can counterattack (as if the sleight of hand check were an attack roll, and the notice check were a defence roll), if the defender loses the contest they take a penalty to their defence equal to the level of failure against the ensueing attack. every time the attacker uses this manuever on the same opponent in the same combat scene the defender recieves a cumulative +10 bonus to their feint defence for every time after the first.
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stylish feint
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with sheer confounding moxy alone, a fighter with this module can deliver feint attacks with their style skill instead of 
slieght of hand, which skill is being used must be declared before the dice are rolled.
  effects: the character may make a style check when initiating a feint instead of slieght of hand
  cost: 30dp
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insightful defence
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by noticeing subtle clues in an opponents motions you can use intuition instead to deflect feints.
  effects: the character may make an intuition check instead of a notice check to oppose feints
  cost: 30dp
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intuition (intellectual, social, or creative, your call) uses willpower as its base ability.

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welcome to the forums.

I was thinking of a similar way to do feinting. I was thinking a sleight of hand vs a defense roll. If you fail the defense roll it counts as defending that round for penalties. If you succeed you can counter attack, but you don't get the bonus (to represent the person didn't really follow through with the attack so should be able to get back to a full defensive stance in time to block/dodge [though halving the bonus might be more fair]). Then have a module that trains you to recognize feints and lets you use a notice check if someone is feinting to see if you fall for it (complete with full bonus to counter attack if your notice beats their feint).

 

I just wanted a way to do feints against players to, and not have it be totally obvious to them that it wasn't a real attack. 

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Welcome Brewmaster gran_risa.gif

These are pretty interesting.

Brewmaster you might change it to a feint counts as an attack (meaning a feint decreases the number of attacks you have) or 1/round that applies to all attacks you make (but the defender takes 10-20 less penalty for every attack after the first) so a character can't try feint attack for every attack they make, which could easily be abused if they only need to spend 1 DP for Slight of Hand and get it to...say 150 (or 290+ if they want to munchkin this) at level 1 (better than the notice of about any enemy they would fight, unless tailored to defend against feint) and force the enemy to be defenseless against them.

     Then again if your not playing with munchkins this wouldn't be unbalanced. So if it works, sweet.

Wizuriel I like yours except it is useless against a wizard or psychic, unless that is intentional. I would go with something that can effect them myself.

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Counting it as an attack actions seem rough. Just being an active action to feint will still either cause you a -25 penalty on your real attack (or -25 on your feint depending what you do first). Not sure if wizards should care that someone is trying to feint them. No matter where the attack comes from they still have their shield up to defend them. 

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 thanks for the input! one thing to keep in mind is that its kind of like combat acrobatics, you declare the feint in conjunction with an attack, though technically you wouldn't suffer the multi-attack penalty to the SoH check, you would for the attack if you took more than one offense that round (but, i guess you would suffer the multi-action penalty to the SoH check, i didn't think about that one...), but maybe i could up the defence bonus the defender gets from being feinted multiple times.

 

i like your guys/gals ideas too, i'll see about giving them a try.

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