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Called Shots: Aiming at specific body parts rule and discussion.
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<blockquote data-quote="Erechel" data-source="post: 7111379" data-attributes="member: 6784868"><p>I've seen players wanting make things like this since I begin to play AD&D 16 years ago. People always want to hit specific body parts to cause different effects, a thing that directly confronts with the HP system of D&D by introducing located injuries instead of reducing abstract vitality. AD&D 2e has its own rules, which are the base of what I've done here.</p><p></p><p>This rule is for those who want to aim at specific body parts instead of “the body”, but doesn’t want to mess with the HP system. You see, the problem is the adjudication of effects of targeting, and at the same time making it a risky tradeoff with the "normal" combat. (I've uploaded this in a response of a rpg exchange thread). I think that Conditions are the perfect resource for this, since they work in tandem with the HP to give some complexity and agency to combat, applying specific effects besides the decrease of health. The main issue with them is that most of this effects are unreachable by mundane means: often only magical characters have this complexity, because martials "should be an easy option" (-hence the Champion). I defy that claim, I think that conditions lkie Stunned are much more akin to martial means than magical ones. SO I merged the two facts in a single (almost simplistic) rule, which works within the mainframe of D&D 5th.</p><p></p><p><strong><span style="font-family: 'verdana'"><span style="color: #800000"><span style="font-size: 15px">Called Shots</span></span></span></strong></p><p></p><p>If you don’t already have disadvantage from any source, you can attempt a <em>called shot.</em> A called shot is a <a href="https://5thsrd.org/combat/actions_in_combat/#ready" target="_blank"><em>readied</em> <em>action</em></a> triggered after the foe has taken its turn "opening" its defense, and the attack is made at disadvantage. Furthermore, certain body parts are considered to have <a href="https://5thsrd.org/combat/cover/" target="_blank">half cover</a> (such as the head and the groin), so it’s even more difficult to hit them. </p><p></p><p>The attack still does the normal damage, even if you hit the head of a foe: it might only be a dramatic scratch (remember how many fiction characters have scars in their faces, like <a href="https://myanimelist.cdn-dena.com/s/common/uploaded_files/1442184843-515d9f296a98530000e345d4c3bad3b1.jpeg" target="_blank"><em>Rurouni Kenshin</em></a>). Nevertheless, in a called shot specific effects are applied. The main effects of affecting body parts are applying a condition if the shot is successful. The condition is decided by the player but it must have sense for the attack (such as stunning a foe with the pummel of a sword to the head) and the DM has to approve it, and the foe must succeed in a Constitution saving throw to avoid the effect. The DC <span style="color: #000000">of the save is 10 or half the damage taken, whichever is higher. The foe can repeat the save at the end of every round if it is conscious, ending the condition in a save.</span><span style="color: #000000"></span></p><p><span style="color: #000000"></span></p><p>If the attack is a critical hit, the condition is applied without save. Alternatively, if the attack is a critical hit, you could apply a <em>lingering wound </em>instead of a condition (see the DMG, p. 272).</p><p><span style="font-size: 15px"><span style="color: #800000"></span></span></p><p><span style="font-size: 15px"><span style="color: #800000"><strong><span style="font-family: 'verdana'">Why this Could Work</span></strong></span></span><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'verdana'">First, you have a called shot which makes sense in a fight- you have to aim, so you drop initiative until your foe acts. You also don't benefit from multiple attacks, as you can't use the extra attack feature in a reaction.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'verdana'">Second, you can't have disadvantage in the attack to even attempt a called shot, much like the rogue's Sneak Attack, thus you can't "pile" two disadvantages and say "well, I already have disadvantage, so I don't really lose anything if I try".</span></li> <li data-xf-list-type="ul"><span style="font-family: 'verdana'">Third, you still benefit from advantage, but not so much that the Called Shot is an obligated feature, and it is always a tradeoff from a "normal" attack. If you already have advantage, it is cancelled the disadvantage from the called shot, but a normal attack would still have better chances to hit.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'verdana'">Fourth, groin and head are the most protected parts of the body, at least because the arms are moving and covering them so you apply half cover, increasing the difficulty of "one shoting" the head of the foes one more time.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'verdana'">Fifth, you still do normal damage to the character, no matter which body parts you attack. You don't "one-shot" a foe by attacking its head, but you still have a benefit (a condition which must have sense for the attack; no "stun" with an arrow), and the enemy has a fair chance to overcome it (a Con save). In a critical hit, you still have the benefit of auto-succeed the condition or use the <em>lingering wounds</em> rule of the DMG.</span></li> </ul><p><span style="font-family: 'verdana'"></span></p><p><span style="font-family: 'verdana'"><span style="color: #800000"><span style="font-size: 15px"><strong>Battlemaster Disclaimer</strong></span></span></span></p><p><span style="font-family: 'verdana'"><span style="color: #800000"><span style="font-size: 15px"></span></span></span></p><p><span style="font-family: 'verdana'"><span style="color: #800000"><span style="font-size: 15px"></span></span></span>Some people like to claim that this called shots "step in the battlemaster's toes", but they don't. Battlemasters don't apply conditions as reactions by attacking specific body parts with disadvantage. The battlemaster uses the basic mainframe of the D&D combat, but their maneuvers "improve" their normal attacks with special resources (the Superiority Dice, which usually increases damage) and<em> also</em> sometimes apply conditions (but not only; they have many effects, like giving reach to the attacks; parrying; tripping; reaching two other enemies; goading the enemies; give advantage to the attack; disarming, etc). </p><p></p><p>Also, attacking a specific part of the body shouldn't be a class feature. This are the specific things that any character could attempt, although, arguably, certain classes <em>should</em> have a better time trying these things. And they have. The Battlemaster is one of the main beneficiaries of the Called Shots: they have Action Surge (like the other fighters), which allows them to attack normally and <em>also </em>ready an action. They also have their maneuvers, which could increase the chances to hit (giving advantage to the attacks or increasing the precision), or the chances to apply the conditions (via increased damage, thus increasing the save DC). </p><p></p><p>Thougths? comments?</p></blockquote><p></p>
[QUOTE="Erechel, post: 7111379, member: 6784868"] I've seen players wanting make things like this since I begin to play AD&D 16 years ago. People always want to hit specific body parts to cause different effects, a thing that directly confronts with the HP system of D&D by introducing located injuries instead of reducing abstract vitality. AD&D 2e has its own rules, which are the base of what I've done here. This rule is for those who want to aim at specific body parts instead of “the body”, but doesn’t want to mess with the HP system. You see, the problem is the adjudication of effects of targeting, and at the same time making it a risky tradeoff with the "normal" combat. (I've uploaded this in a response of a rpg exchange thread). I think that Conditions are the perfect resource for this, since they work in tandem with the HP to give some complexity and agency to combat, applying specific effects besides the decrease of health. The main issue with them is that most of this effects are unreachable by mundane means: often only magical characters have this complexity, because martials "should be an easy option" (-hence the Champion). I defy that claim, I think that conditions lkie Stunned are much more akin to martial means than magical ones. SO I merged the two facts in a single (almost simplistic) rule, which works within the mainframe of D&D 5th. [B][FONT=verdana][COLOR=#800000][SIZE=4]Called Shots[/SIZE][/COLOR][/FONT][/B] If you don’t already have disadvantage from any source, you can attempt a [I]called shot.[/I] A called shot is a [URL="https://5thsrd.org/combat/actions_in_combat/#ready"][I]readied[/I] [I]action[/I][/URL] triggered after the foe has taken its turn "opening" its defense, and the attack is made at disadvantage. Furthermore, certain body parts are considered to have [URL="https://5thsrd.org/combat/cover/"]half cover[/URL] (such as the head and the groin), so it’s even more difficult to hit them. The attack still does the normal damage, even if you hit the head of a foe: it might only be a dramatic scratch (remember how many fiction characters have scars in their faces, like [URL="https://myanimelist.cdn-dena.com/s/common/uploaded_files/1442184843-515d9f296a98530000e345d4c3bad3b1.jpeg"][I]Rurouni Kenshin[/I][/URL]). Nevertheless, in a called shot specific effects are applied. The main effects of affecting body parts are applying a condition if the shot is successful. The condition is decided by the player but it must have sense for the attack (such as stunning a foe with the pummel of a sword to the head) and the DM has to approve it, and the foe must succeed in a Constitution saving throw to avoid the effect. The DC [COLOR=#000000]of the save is 10 or half the damage taken, whichever is higher. The foe can repeat the save at the end of every round if it is conscious, ending the condition in a save.[/COLOR][COLOR=#000000] [/COLOR] If the attack is a critical hit, the condition is applied without save. Alternatively, if the attack is a critical hit, you could apply a [I]lingering wound [/I]instead of a condition (see the DMG, p. 272). [SIZE=4][COLOR=#800000] [B][FONT=verdana]Why this Could Work[/FONT][/B][/COLOR][/SIZE][FONT=verdana] [/FONT] [LIST] [*][FONT=verdana]First, you have a called shot which makes sense in a fight- you have to aim, so you drop initiative until your foe acts. You also don't benefit from multiple attacks, as you can't use the extra attack feature in a reaction.[/FONT] [*][FONT=verdana]Second, you can't have disadvantage in the attack to even attempt a called shot, much like the rogue's Sneak Attack, thus you can't "pile" two disadvantages and say "well, I already have disadvantage, so I don't really lose anything if I try".[/FONT] [*][FONT=verdana]Third, you still benefit from advantage, but not so much that the Called Shot is an obligated feature, and it is always a tradeoff from a "normal" attack. If you already have advantage, it is cancelled the disadvantage from the called shot, but a normal attack would still have better chances to hit.[/FONT] [*][FONT=verdana]Fourth, groin and head are the most protected parts of the body, at least because the arms are moving and covering them so you apply half cover, increasing the difficulty of "one shoting" the head of the foes one more time.[/FONT] [*][FONT=verdana]Fifth, you still do normal damage to the character, no matter which body parts you attack. You don't "one-shot" a foe by attacking its head, but you still have a benefit (a condition which must have sense for the attack; no "stun" with an arrow), and the enemy has a fair chance to overcome it (a Con save). In a critical hit, you still have the benefit of auto-succeed the condition or use the [I]lingering wounds[/I] rule of the DMG.[/FONT] [/LIST] [FONT=verdana] [COLOR=#800000][SIZE=4][B]Battlemaster Disclaimer[/B] [/SIZE][/COLOR][/FONT]Some people like to claim that this called shots "step in the battlemaster's toes", but they don't. Battlemasters don't apply conditions as reactions by attacking specific body parts with disadvantage. The battlemaster uses the basic mainframe of the D&D combat, but their maneuvers "improve" their normal attacks with special resources (the Superiority Dice, which usually increases damage) and[I] also[/I] sometimes apply conditions (but not only; they have many effects, like giving reach to the attacks; parrying; tripping; reaching two other enemies; goading the enemies; give advantage to the attack; disarming, etc). Also, attacking a specific part of the body shouldn't be a class feature. This are the specific things that any character could attempt, although, arguably, certain classes [I]should[/I] have a better time trying these things. And they have. The Battlemaster is one of the main beneficiaries of the Called Shots: they have Action Surge (like the other fighters), which allows them to attack normally and [I]also [/I]ready an action. They also have their maneuvers, which could increase the chances to hit (giving advantage to the attacks or increasing the precision), or the chances to apply the conditions (via increased damage, thus increasing the save DC). Thougths? comments? [/QUOTE]
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