A fighter's ability to notice and react to trickery in combat is realistically a question of experience. It has little to do with the weapon he happens to have in hand! If the GM doesn't mind a little added complexity, he should consider allowing all combatants to resist (but not initiate) feints using their best Melee Weapon or unarmed combat skill.

Example: Baajikiil the spear-master, having snapped off his spear in a foe's sternum, hastily snatches up his enemy's mace. He knows Spear at 18 but must wield the mace at default Axe/Mace skill . . . a paltry 8. He still has his trusty shield, which he uses at his Shield skill of 16. If he tries to feint, he rolls at 8 with the mace or 16 with the shield - his Spear skill doesn't help. However, if he resists a feint, he does so at skill 18. He might not know much about hitting people with a mace, but he's a veteran fighter and won't be easy to fool!

By the same token, those who know any specialty of the Feint technique (p. 73) may use it to resist feints as well as to execute them. Their knowledge of combat deceptions makes them much less likely to fall for such tricks.

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