My group loves called shots, so I worked out a very "true to the system" version, extrapolating rules from disarms, sunders, and the like. Don't have my stuff immediately handy but here's how it basically worked out:
Melee Called Shots
- Opposed attack roll
- Defender wins, called shot is aborted
- Attacker wins, called shot is a hit
- Effect: deals normal damage, but also applies modifiers based on the variant rules in the DMG for damage to specific areas (don't have the page reference handy, but there's a one page spread of variant rules in the 3.5 DMG, I believe featuring the Clobbered variant as well)
>Examples: damage to the legs reduces movement, damage to the head gives a -2 penalty to pretty much every roll, etc.
- Note: penalties to specific areas are cumulative!! If you keep hitting someone in the head, the -2 penalty keeps counting up (-2 on the first hit, -4 on the second, -6 on the third, etc.).
Ranged Called Shots
- Standard attack roll
- Penalized by size of target: you treat the target as 2 size categories smaller than they actually are (so their AC increases); if the original target is of fine or diminutive size, you can't call your shot (they are just too small)
- A successful hit deals normal damage plus the modifiers for specific areas (as above)
- You CANNOT make a called shot against an opponent who is engaged in melee unless you have Precise Shot (making that feat more useful in this regard)
That's it. Works like most other special maneuvers, and already has rules for the modifiers in the DMG. I MAY have increased penalties for the Ranged version, but can't remember offhand.
In playtest, it's worked well. High HP opponents can survive what seems like a lot of damage to specific areas, but the mounting penalties give the effect of an arm being disabled, or head wounds bleeding into their eyes or whatever. Considering that HP *can* be seen as avoiding blows just as much as "soaking" damage, we just freeform the descriptions of the damage.
Let me know if anybody uses it, and how you like it!