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Called Shots Return! Broken Bones! Look

Xarlen

First Post
Okay, I found two spells in Warrens of the Ratmen, that basicly break a bone, with spesific effects to what happens. So, I considered this, and wondered what would happen if you implimented this into regular game mechanics. First, let us look at the effects.

Leg

Victim immediately falls prone. Movement rate is reduced by half, and the person cannot charge or run. Also a -4 penalty is suffered to all leg related skills (Tumbe, Jump, Move silently).

Arm

Anything held in a broken arm is dropped. All actions using said arm, such as climbing or swimming suffer a -4. A shield cannot be used with a broken arm, nor can a weapon be wielded.

Torso (Rib)

Person's movement rate is reduced by one quarter, and a -2 is suffered to all Str, Dex, and Con based skill checks.

Skull.

A fractured skull results in the victim being stunned, and unable to do anything but defend. Foes recieve a +2 to attack rolls against stunned victim. The victim gets a Fort save and at the beginning of each round subsequent to recover from the stunned condition. All attack rolls, skill checks, and saving throws (Including the one from the stunned effect) suffer a -2 from the fractured skull.

Now, how to impliment these into the rules. I'm thinking that for the arms and legs, it inacts a -4 penalty. Half of the person's hit points must be reduced in this spesific area to succeed in a fracture. In other words, Bill the Fighter has 30 hitpoints. He must be hit in the arm for 15 points of damage worth, to have his arm broken. Hitting the torso is a -2, and also one half must be done here. Hitting the head is a -6, and above rules for HPs follows.

Any thoughts? I havn't implimented this, and I've just been kicking around the idea.
 
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In D&D, you're generally assumed to try for the most lethal attack you can get. Hits in especially vulnerable areas are represented by crits. If you want to make an attack *less* lethal, you can take a -4 to hit and do subdual damage instead. IMO, these things remove the need for specific "called shots" rules.

I think Sean Reynolds has a rant about called shots on his website that says basically the same thing I just did, only longer. The website is www.seankreynolds.com .
 

I *know* this.

I'm just saying that I saw these rules, and thought that why limit it to just a spell effect? What else would cause bones to break?

I mean, are you telling me that a 10th level fighter can lose 90 HP, and not have a broken bone?
 

Xarlen said:
I *know* this.

I'm just saying that I saw these rules, and thought that why limit it to just a spell effect? What else would cause bones to break?

I mean, are you telling me that a 10th level fighter can lose 90 HP, and not have a broken bone?

A 10th level fighter who loses all their hp probably _does_ have lots of broken bones, cuts, and other nasty wounds. However, this is just a consequence of losing hp. It isn't necessary to make "called shots" or specify exactly what locations are being hit. It's all rolled up into generic damage.

This is a problem with called shot rules: what happens when someone _doesn't_ make a called shot? Suppose I take 90 hp of damage from a bunch of stupid orcs who just roll to attack and roll damage, without bothering to check where they hit. Does this mean that, since broken bones are the result of called shots, I haven't actually got any broken bones?
 

The only reason I used 'Called Shots' is to make it Easier to determine what's hit, what's broke.

If Random rules were used (After a certain percentage of damage is sustained, then a bone breaks), then there's an equal chance where the skull would be effected, and the skull is a far more seriously effected one then the other bones.

And you can't exactly pin-point What is hit, since called shots don't work.

So, HOW do I use them?
 

How about as a feat?


CALLED SHOT (General, Fighter)
You can place your shot on your foe’s body.
Prerequisite: Sneak Attack +3d6
Benefit: When you successfully sneak attack someone you may choose to take a -2 circumstance penalty to your attack roll and to give up 3d6 sneak attack damage to inflict a penalty to use one chosen body part (one arm or leg, head, or body). If you inflict damage equal to the target’s constitution score you cause a -2 circumstance penalty to all actions taken with that body part. This penalty lasts until the damage is healed. (See the DMG for information on damaging specific body parts.)
Special: A rogue can take Called Shot as a high-level special ability.
 

You could do away with the called shot aspect and rule that on taking half or more current HPs in damage you must make a FORT Save against a certain DC or suffer a random specific injury.

You might even consider raising this DC for crushing weapons, leaving it unmodified for cutting weapons, and lowering it for piercing weapons.
 

Thorvald Kviksverd said:
You could do away with the called shot aspect and rule that on taking half or more current HPs in damage you must make a FORT Save against a certain DC or suffer a random specific injury.

You might even consider raising this DC for crushing weapons, leaving it unmodified for cutting weapons, and lowering it for piercing weapons.

Now That's a thought.
 

This reminds me of the GURPS Advanced Combat system. Every hit is cross-referenced by about half a dozen different tables. Now that's all well and good in GURPS: it tends to be realistic, gritty and low on combat. Combats tend to be avoided, and when present are gory, debilitating and messy affairs.

To translate them into DnD means a lot of bookkeeping, especially once the logical extension is factored in. Why can a Called Shot break bones, but a normal hit (or even crit) not? Presumably you've hit them somewhere, and presumably some effect should accompany that if Called Shots are in existence. Otherwise there is a logical contradiction (note that in the current situation it may be unrealistic, but it is not ILLOGICAL).

So the options are to turn combat into a very long and drawn-out affair: may be fine in a low-combat or grim-n-gritty campaign style, but not a dungeon hack; to keep the current system or to go for a half-baked and illogical halfway hash. I favour the second option.
 

Well, then why not this.

When Current hit points are reduced by say (Con x 2 or 3) by a single hit, during a critical hit for severe damage, or certain damage spells which produce a Large amount of damage (A Maxed Lightning bolt on a failed save, which causes horrid convulsing) requires the person to make a saving throw. If they fail said saving throw, Broken bone.

Is that reasonable? No icky called shots, no nothing. Just 'Boom. You took 20 points of damage. You only had 40 to begin with. *roll* You broke your leg.'
 

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