Either a perk or an override feat, whichever.
An ability or widget tool that, on a failed concentration check, breaks a target out of various combat styles, like Expertise or Parry mode. A successful use could also double the Fighter's crit threshold for 1 round.
Combat styles are easy enough to simply re-activate. It would be a very minor inconvenience to be hit by this. Perhaps have it be a perk which grants fighters an increase to the Taunt skill, and that, with this perk, it also lowers some skills, such as parry, or the enemy's attack bonus.
Perhaps this ability could force the target to make a concentration check, and upon failure allow a single attack against the target as though flat-footed as a full round action. This would be pretty similar to what feint does in PnP.
Since it's for pure fighters, I'd say it should also give them +1d6 sneak attack (only for the attack following a feint, though, not permanent) if it's just making the target flat footed. Or make it another rogue perk.
No, that's not the point of a feint. The point of this is to allow a fighter to easily hit high-DEX or expertise-using targets.
Quote from: Porkolt;251446No, that's not the point of a feint. The point of this is to allow a fighter to easily hit high-DEX or expertise-using targets.
Isn't that called taunt?
An ability which debuffs ac temporarily?
http://www.dandwiki.com/wiki/SRD:Feint
Feinting as a rogue or duelist was always especially mean in pnp campaigns with the improved feint feat.
Fighters don't get taunt, and Feint is specifically designed to mess up things like 30 AC unhittable halflings. Unless it can negate Uncanny Dodge though it's not that great. Plus it does sound complicated to implement.
Taunt is the equivalent of Feint. Taunt is not an actual skill in PnP. Feint uses Bluff, a charisma based skill, and therefore so does Taunt. The design of Feint is to allow you to deal your next attack against the enemy as though they were flat-footed.
The way Taunt works right now is fine the way it is, isn't it? If you insisted on adding the Feint maneuver, it would make Rogues much more overpowered by allowing that sneak attack any time.
The suggestion says "Pure Fighter Ability" though.
Well that's just exclusionary.
Actually, that's just not reading the suggestion.
QuoteRogues much more overpowered
LOL?
That would actually be more interesting if it weren't only for pure fighters, since they're already so freaking powerful.
Besides rogues which aren't flanking are going to die really quickly.
There's no legitimate reason to give it only to Pure Fighters, except for the sake of balance, and if you need to make that part of the suggestion then you're well aware it's unbalanced to begin with.
You mean unbalanced to begin with were it not exclusively for fighters.
Doubling crit range for 1 round during which the enemy loses their dexterity bonus to AC, on the only pure class capable of getting Improved Critical on their scimitar by level 8 (which any joe of the street can get except me).
Balanced.
You're not reading the suggestion!
It breaks fighting modes like expertise as the OP suggested it, not make them flat footed. That is the PnP version.
Although i agree dobuling the critical damage is too Overpowered. But i don't think that's what the OP meant either, i think he meant dobuling it as in (19-20x2) to (18-20x2)
You know in hindsight I also think that what meow-mix means is actually something completely different from what he said. I'm glad we could finally find something to agree about, a common ground if you will.