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<blockquote data-quote="Herr der Qual" data-source="post: 6521924" data-attributes="member: 6789144"><p>The "called shot" a favorite among a lot of players I am familiar with a rule set for it but it's from a very mechanically broken game, actually their called shot rules are one of the only things that isn't totally broken. The rules are from Rifts/Palladium RPG, so when performing attacks (particularly ranged) you can do one of three things attack (just hit the darn thing), aimed attack (taking time to really get your shot in) and called shot (I want to hit X spot for Y effect). Rifts has a weird combat system where a melee round is 15 seconds and a first level character can perform 4-5 actions in that 15 seconds. So keep that in mind when I discuss the rules.</p><p></p><p>Aimed Shot: +2 bonus at the cost of two attacks.</p><p>Called Shot: - 1 to -5 depending on the size of the target another -1 to -5 for movement (sprinting, riding away, harder to hit) and another -1 to -5 for being obscured in any way (including armor). So there exists the near impossible shot of trying to hit an eye of an enemy sprinting through the trees for example.</p><p></p><p>How I <strong>propose</strong> to translate this:</p><p>1. Aimed shot: Gain Advantage on a ranged/melee attack by sacrificing your move action and any bonus actions available to you.</p><p></p><p>2. Called shot: </p><p>(a) -1 to -5 depending on the difficulty of the target, e.g. a rope 10' away with a bow -1, stabbing an enemy in the eye with a dagger when he is wearing a helmet -3, shooting an enemy in the eye from more than 15' -5.</p><p>(b) target is moving or in melee with another person: impose disadvantage, e.g. a fleeing thief that your player wants to stop but not kill aims for knee, while the mini may be stationary on the board he is still running away, therefore moving.</p><p>(c) obscurred, if the first two conditions are true, impose a third roll on disadvantage, must take lowest of the three.</p><p></p><p><strong>Please Note:</strong></p><p>This is just my thoughts on how to port it from a system I am also familiar with, you can always just restrict it to non-threatening things like trick shots to hit a rope to drop a gate, etc. If you allow this rule, I would encourage you to warn your characters that if they can do it, so can their enemies, and allow intelligent foes to make called/aimed shots at their own discretion. This also gives you a buffer, if a character starts doing this too often, give him a taste of his own medicine.</p><p></p><p>If you would like me to create a quick table for damage results for different body parts, please just let me know, I would be happy to do that.</p></blockquote><p></p>
[QUOTE="Herr der Qual, post: 6521924, member: 6789144"] The "called shot" a favorite among a lot of players I am familiar with a rule set for it but it's from a very mechanically broken game, actually their called shot rules are one of the only things that isn't totally broken. The rules are from Rifts/Palladium RPG, so when performing attacks (particularly ranged) you can do one of three things attack (just hit the darn thing), aimed attack (taking time to really get your shot in) and called shot (I want to hit X spot for Y effect). Rifts has a weird combat system where a melee round is 15 seconds and a first level character can perform 4-5 actions in that 15 seconds. So keep that in mind when I discuss the rules. Aimed Shot: +2 bonus at the cost of two attacks. Called Shot: - 1 to -5 depending on the size of the target another -1 to -5 for movement (sprinting, riding away, harder to hit) and another -1 to -5 for being obscured in any way (including armor). So there exists the near impossible shot of trying to hit an eye of an enemy sprinting through the trees for example. How I [B]propose[/B] to translate this: 1. Aimed shot: Gain Advantage on a ranged/melee attack by sacrificing your move action and any bonus actions available to you. 2. Called shot: (a) -1 to -5 depending on the difficulty of the target, e.g. a rope 10' away with a bow -1, stabbing an enemy in the eye with a dagger when he is wearing a helmet -3, shooting an enemy in the eye from more than 15' -5. (b) target is moving or in melee with another person: impose disadvantage, e.g. a fleeing thief that your player wants to stop but not kill aims for knee, while the mini may be stationary on the board he is still running away, therefore moving. (c) obscurred, if the first two conditions are true, impose a third roll on disadvantage, must take lowest of the three. [B]Please Note:[/B] This is just my thoughts on how to port it from a system I am also familiar with, you can always just restrict it to non-threatening things like trick shots to hit a rope to drop a gate, etc. If you allow this rule, I would encourage you to warn your characters that if they can do it, so can their enemies, and allow intelligent foes to make called/aimed shots at their own discretion. This also gives you a buffer, if a character starts doing this too often, give him a taste of his own medicine. If you would like me to create a quick table for damage results for different body parts, please just let me know, I would be happy to do that. [/QUOTE]
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