Making trick attack more interesting


Homebrew


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One of my biggest problems with how the operative plays is trick attack - when my group had an operative (daredevil operative) she trick attacked using acrobatics every time.

There never was any reason for her to trick attack with a different skill, or any reason to not trick attack, so there wasn't any real choice involved, unlike the rogues sneak attack where you have to at least put thought into positioning to set yourself up for a sneak attack.

I tried requiring her to describe how she tricks the opponent, but there are only so many ways you can describe using acrobatics in a trick attack.

I have had some thoughts on how to tackle this if my group gets an operating again, but am unsure as to how much messing with the mechanics would break the balance of the class.

I think my prototypical change would be something like this;

Part 1: Add a prerequisite that needs to be met to use each particular skill for trick attacks
For example, you have to move 15 feet or move over/through an obstacle or enemy before you can trick attack with acrobatics. You need to be able to attempt a hide action to trick attack with stealth, and etc.
Part 2: Fool me once, shame on you. Fool me twice, shame on me. You can't trick someone the same way twice! You may only use each skill once per combat on a particular enemy (maybe refreshing once you have cycled through all your trick attack skills).

I think those would help to add some element of decision making to trick attack, so it isn't just a boring dice roll, without too heavily messing with a classes core mechanic.

Any thoughts? Ideas?

Liberty's Edge

I like your ideas, but maybe instead of saying that you can't use the same skill to trick attack twice in the same combat, you could just up the DC by 5 or so every time they successfully trick attack with that skill.

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