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Attacking Body Parts
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<blockquote data-quote="Roudi" data-source="post: 2278977" data-attributes="member: 12423"><p>These called shot rules appeared in <a href="http://www.rpgnow.com/product_info.php?products_id=3670&src=enworld" target="_blank">Unorthodox Ranged Combatants</a> 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." </p><p></p><p><em><strong>Called Shots:</strong></em></p><p>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.</p><p></p><p><strong>Head:</strong> 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.</p><p></p><p><strong>Neck:</strong> 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.</p><p></p><p><strong>Arm:</strong> 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.</p><p></p><p><strong>Hand:</strong> 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).</p><p></p><p><strong>Leg:</strong> 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.</p><p></p><p><strong>Foot:</strong> 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.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Roudi, post: 2278977, member: 12423"] These called shot rules appeared in [url=http://www.rpgnow.com/product_info.php?products_id=3670&src=enworld]Unorthodox Ranged Combatants[/url] 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." [I][B]Called Shots:[/B][/I] 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. [B]Head:[/B] 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. [B]Neck:[/B] 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. [B]Arm:[/B] 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. [B]Hand:[/B] 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). [B]Leg:[/B] 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. [B]Foot:[/B] 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. [/QUOTE]
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