"You tricked it! It dies." - Alternate Reality: The City
What if you could only counter a Feint, Ruse, or Beat with the same attribute used against you, or take a penalty?
Right now, a Beat can be resisted by ST or DX based skill. A Ruse by IQ or DX based skill. A Feint by DX based skill. In other words, you can always resist a defense-lowering contest with DX-based skill. Since most warrior-types get both a high DX and a high skill, this means that Beats and Ruses are generally only useful* if you're stronger or smarter than you are agile, and no harder to counter by weak or dumb guys.
One idea I've been toying with is that you can either:
- resist with the same controlling attribute as you were Feinted/Rused/Beaten with (DX, IQ, ST)
- suffer a penalty and substitute in DX.
This would mean that, say, an Ogre (ST 20, DX 12, IQ 7, weapon skill at DX+2) could Beat at 22, against an elf (ST 10, DX 14, IQ 12, weapon skill at DX+4) who would either use 14 (ST + skill) or 18 minus some penalty. But that elf could use a Ruse at 16 vs. the ogre's 9, or the ogre could try to recover with his agility and skill at 14 minus some penalty.
It's determining what a fair penalty for substitution would be that's got me hung up. In the example, even a -4 for substitution means the ogre is still better off substituting his DX and getting a net 10 than his brains with a 9, and the elf rolls a 14 either way. A sliding penalty isn't typical for GURPS and isn't very fun to recalculate in play, either.
But I like the idea that "recover with my skill" (aka DX-based feint resistance) works best when it's a straight-up question of skill, but doesn't work as well against brute strength or when someone is trying to trick you.
So my current musing is, how do I set an appropriate penalty, and then, how will it work out in play?
* Leaving aside that Beat has some very specific benefits and limitations that make it unlike Feint and Ruse, of course.