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Called Shots and Reflex Saves
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<blockquote data-quote="kodarr" data-source="post: 1467524" data-attributes="member: 18082"><p>When i use called shots the players get a -8 penalty to attack rolls and they are more general (head, torso, Right arm, left arm, right leg, left leg) </p><p>If injuring an arm for at least 1/5 the current hp of the opponent then unless it is fastened by a locked gauntlet or strapped to thier arm like a buckler thier weapon is dropped and they cannot use that arm for at least 1d4 rounds. </p><p>Injuring a leg for least 1/5 the current hp of the opponent slows movement by 1/2 or 1/4 if both legs are taken out and induces a -2 AC penalty or -4 if both legs.</p><p>Injuring a torso for 1/5 the current hp of the opponent will cause them to start bleeding taking 1hp per round until stabalized. If it was blunt item that did this then it's internal bleeding and if treated right it can still be stabalized. Each round 10% chance it stabalizes itself otherwise needs magical healing or a healing check to stabalize it. Also if bleeding and trying to cast a spell the spellcaster must make a concentration check DC 10+ 1/round that has been bleeding.</p><p>Head shots are the deadliest of all. If at least 1/5 damage is dealt to the head the victim must make a fort save DC = 1/3 the damage dealt or die. However a helmet protects versus this.</p><p></p><p>Surprisingly the -8 penalty never hurts the game play since the effects are all equally effective for the players. This is especially liked by all the archers since as people close in they can slow down some of the opposition so the fighters can take out a few at a time. Or even disarm them without having to attack thier weapons. Maybe even drop a few or inturrupt all the spellcasters.</p><p></p><p>Since the headshots get a save it usually causes the PC's to target other body parts that won't allow a save. To get the desired affects.</p><p></p><p>one last thing the 1/5 current hp has to be dealt in that one attack. This usually makes players weaken stronger foes down then when their defences are lowered a bit more strike them where it hurts.</p><p></p><p>Knowledge or favored enemy of different creatures may allow for called shots on dragons, beholders, etc... Depending how well the PC's know the weaknesses of the creatures. NOTE: this is not how well the players know them since the players are to play PC's as inexpirienced unless they encountered them b4.</p></blockquote><p></p>
[QUOTE="kodarr, post: 1467524, member: 18082"] When i use called shots the players get a -8 penalty to attack rolls and they are more general (head, torso, Right arm, left arm, right leg, left leg) If injuring an arm for at least 1/5 the current hp of the opponent then unless it is fastened by a locked gauntlet or strapped to thier arm like a buckler thier weapon is dropped and they cannot use that arm for at least 1d4 rounds. Injuring a leg for least 1/5 the current hp of the opponent slows movement by 1/2 or 1/4 if both legs are taken out and induces a -2 AC penalty or -4 if both legs. Injuring a torso for 1/5 the current hp of the opponent will cause them to start bleeding taking 1hp per round until stabalized. If it was blunt item that did this then it's internal bleeding and if treated right it can still be stabalized. Each round 10% chance it stabalizes itself otherwise needs magical healing or a healing check to stabalize it. Also if bleeding and trying to cast a spell the spellcaster must make a concentration check DC 10+ 1/round that has been bleeding. Head shots are the deadliest of all. If at least 1/5 damage is dealt to the head the victim must make a fort save DC = 1/3 the damage dealt or die. However a helmet protects versus this. Surprisingly the -8 penalty never hurts the game play since the effects are all equally effective for the players. This is especially liked by all the archers since as people close in they can slow down some of the opposition so the fighters can take out a few at a time. Or even disarm them without having to attack thier weapons. Maybe even drop a few or inturrupt all the spellcasters. Since the headshots get a save it usually causes the PC's to target other body parts that won't allow a save. To get the desired affects. one last thing the 1/5 current hp has to be dealt in that one attack. This usually makes players weaken stronger foes down then when their defences are lowered a bit more strike them where it hurts. Knowledge or favored enemy of different creatures may allow for called shots on dragons, beholders, etc... Depending how well the PC's know the weaknesses of the creatures. NOTE: this is not how well the players know them since the players are to play PC's as inexpirienced unless they encountered them b4. [/QUOTE]
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