Attacking Body Parts

magic_gathering2001 said:
Is there anyone who has rules for attacking certain bodyparts?

Yes, Torn Asunder from Bastion Press has rules for called shots and their effects (which can be quite gruesome).
 

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One thing that always bothered me (and my players) is that you can take a "called shot" at a hydra's neck (via "sunder") but you can't do the same thing at a dragon's neck...
I think there's something wrong with the system at some point (unless i'm missing something) if you can do one thing but can't do the other.
And cutting a hand off or a finger is a good combat maneuver, specially in fantasy realm were rings, bracelets and gauntlets are everywhere!
Of course you could try to sunder them too but its a bit weird to say you CAN sunder a ring on someones finger but you CANT cut off that finger.
 

Matafuego said:
I think there's something wrong with the system at some point (unless i'm missing something) if you can do one thing but can't do the other.
And cutting a hand off or a finger is a good combat maneuver, specially in fantasy realm were rings, bracelets and gauntlets are everywhere!
Of course you could try to sunder them too but its a bit weird to say you CAN sunder a ring on someones finger but you CANT cut off that finger.
I totally agree. It is paradox. A vorpal weapon can cut of the head in a rpg-system without any hit locations...
 


I think d20 is probably too abstract for called shots, just like it says in Sean's site. Although the idea is very attractive, the whole system would have to be re-written to incorporate the idea. Facing rules would be needed, attacking chinks in armor, disabling foes BEFORE they reach 0 hp, etc. Although i'm sure someone out there has houseruled it to a satisfactory level.

EDIT: i like to houserule that if an attack is going to kill you, a DM could give the PC the choice of permanently maimed and disabled (such as a sundered hand) rather than flat out dead. This happens in films all the time. It's not exactly a replacement for called shots, but it helps.
 

There are some feats that allow a rogue to trade sneak attack dice for sorta location-specific stuff- Hamstring, for one, and I have a Called Shot homebrewed feat.
 

2nd ed called shot was -4 to hit (arm/leg/body) or -8 to hit (head). The main point of it was defeating partial armor. If a guy in full plate isnt wearing his plate helm, you were better off swinging at his unarmored head than trying to hack through his chestplate.
also
2nd Ed "Combat and Tactics" had extensive critical hit charts, detailing location and crippling effects. One of the longest running jokes in my group is about a PC dwarf that managed to have his left leg severed 3 times. Never an arm, never the right leg, always the left :D .

- Felnar
 

Someone already mentioned Torn Asunder which is good.

D20 has a lot of paradoxes. It has "facings" in a system without the concept of "facing", for example. Like, Beholders have a facing, but there are no rules for that.

I like called shots, and they are bound to come up in any normal game. Screw what Sean K. Reynolds says on the topic.
 

These called shot rules appeared in Unorthodox Ranged Combatants and are reprinted here without TheLe's permission (however, I wrote these rules, and they are OGC, so all is good. I'm sure TheLe would appreciate the free advertising). These accompany the Pinpointer prestige class, a 5-level PrC focused around making called shots count. These certainly aren't comprehensive, but at the same time, I don't really encourage my players to constantly make called shots to their opponent's groin. It gets old fast, and the penalty to hit such an area would be high enough that hitting at all would be a trial. Plus, as stated in Star Trek VI, "not everyone keeps their genitals in the same place."

Called Shots:
When aiming an attack, most combatants try to hit the largest portion of their opponent’s body. It is possible, of course, to aim for other areas. This is called making a “called shot”. Making a called shot against an opponent is the same as making a regular attack. The attacker declares what portion of his opponent’s body he wishes to target and adds the appropriate penalty to his attack rolls. The following is a list of special damages and effects based on called shot locations for humanoid opponents. GMs should decide how these apply to non-humanoid creatures.

Head: Attacks to the head incur a –8 penalty. A successful called shot deals double damage and forces the opponent to make a Massive Damage Save or die. Critical hits against the head receive no bonus damage.

Neck: Attacks to the neck incur a –12 penalty. A successful called shot deals double damage and forces the opponent to make a Massive Damage Save or die. Critical hits against the neck receive no bonus damage.

Arm: Attacks to an arm incur a –4 penalty. A successful called shot deals damage and confers a –2 penalty the target’s attack rolls, grapple checks, and select skills (Climb, Craft, Disable Device, Forgery, Open Lock, Sleight of Hand, Swim, and Use Rope). These penalites are cumulative between both arms and hands; for example, an opponent hit in one arm and both hands suffers a –4 penalty to attack rolls, grapple checks, and select skills.

Hand: Attacks to a hand incur a –6 penalty. A successful called shot deals damage and confers a –1 penalty the target’s attack rolls, grapple checks, and select skills (Climb, Craft, Disable Device, Forgery, Open Lock, Sleight of Hand, Swim, and Use Rope).

Leg: Attacks to a leg confer a –4 penalty. A successful called shot deals damage and confers a 5’ reduction to the target’s land speed. These penalites are cumulative between both legs and feet; for example, an opponent hit in one leg and two feet suffers a 15’ reduction in land speed.

Foot: Attacks to a foot confer a –6 penalty. A successful called shot deals damage and confers a 5’ reduction to the target’s land speed.


I really posted this because of Mr Reynold's article... I think it's pretty preposterous for a game designer to advocate against players and GMs creating their own house rules for things. Yes, D&D combat is made to be simple and fun, but some groups enjoy a greater complexity. I really don't think he has a place telling us how we ought to be running our games.
 
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ChrisHaines said:
Here is a system I use in my games:

Called Shots

You may perform a Called Shot as a Full Round action that provokes Attacks of Opportunity. A Called Shot can be performed with a melee weapon or unarmed strike on an opponent within a threatened square, or with a ranged weapon or attack on an opponent who is within your Point Blank range. The modifier to hit a particular part of the opponent depends on the part's size in relation to the whole opponent. If the attack is succesful, each part produces a different effect on the opponent in addition to doing damage. The opponent may resist this added effect with their highest Saving Throw at a DC of 10 + damage done. The duration of the added effect is one round, unless the attack is a critical hit, in which case you multiply the duration by the critical multiplier. Each effect can be removed with any Cure or equivalent spell or a successful Heal check at a DC of 15.

Leg
1 Size smaller than the opponent
Effect - Opponent's Speed is reduced by half.

Arm
1 Size smaller than the opponent
Effect - The arm is incapacitated and anything held is dropped.

Vitals
2 Sizes smaller than the oppoenet
Effect - The opponent is Staggered, only able to take partial actions.

Head
3 Sizes smaller than the oppoenet
Effect - The opponenet is Dazed.

Eyes
4 Sizes smaller than the opponent
Effect - The opponenet is Blinded.

I did something similar to this, but I made the effects situation dependant (if his head is armored, you ring his bell and he risks being dazed. If the head ISN'T armored, well... ). I also allowed players to convert critical hits into called shot effects if they chose (natural 20.. HEAD SHOT!!). Works well, and it speeds up combat. Common sense is a factor though (a head shot on a giant??)
 

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