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Called Shots and Maiming attacks
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<blockquote data-quote="timbannock" data-source="post: 3146889" data-attributes="member: 17913"><p>Agreed on the full attack action for ranged. We used a standard attack for melee, just like disarms and the like. The idea was to keep it simple, and actually get some use out of the giant number of variants presented in the DMG, many of which wouldn't otherwise be considered.</p><p></p><p>I don't really know how the system would scale for higher levels: a head hit is a head hit. The effects may not be as debilitating to a higher level character, but then again, isn't that point of being a higher level character?</p><p></p><p>Plus, cutting people's movement in half on leg shots, and making the effects stack with each successful called shot can be surprisingly deadly at any level.</p><p></p><p>Just my theories...as far as playtest is concerned, my group isn't quite out of the 12th level ballpark, so I suppose we'll wait and see what comes up.</p></blockquote><p></p>
[QUOTE="timbannock, post: 3146889, member: 17913"] Agreed on the full attack action for ranged. We used a standard attack for melee, just like disarms and the like. The idea was to keep it simple, and actually get some use out of the giant number of variants presented in the DMG, many of which wouldn't otherwise be considered. I don't really know how the system would scale for higher levels: a head hit is a head hit. The effects may not be as debilitating to a higher level character, but then again, isn't that point of being a higher level character? Plus, cutting people's movement in half on leg shots, and making the effects stack with each successful called shot can be surprisingly deadly at any level. Just my theories...as far as playtest is concerned, my group isn't quite out of the 12th level ballpark, so I suppose we'll wait and see what comes up. [/QUOTE]
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Called Shots and Maiming attacks
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