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Called Shots Return! Broken Bones! Look

i think that the whole if you take more dmage than your con mod x 2or3 is a good idea. it represents the ability of those with high constitution ex. 16 to be affected less by hits than say a character with a con of 10. but how would you go about determining which bones are broken? after a failed save that is. the only real down fall of this is that the clerics value in a party will go up exponentialy, and they are already important. it will certainly make PC's fear combat more, i mean who wants to risk all of those negatives for an extended period of time, unless there is a decent cleric handy that is. well i like it so far but it stil needs some tweeking. good idea.
 

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Random.

1-2 Leg
3-4 Arm
5-6 Torso
7- Reroll
8- Skull.

Or, a different randomness, but basicly that's about it. Maybe make the skull harder to hit, making it in danger if they roll so low under the fort save.
 

i like the random except i think it should be:

Random d6

1-2 leg
3-4 arm
5-6 torso

and like you said make the skull available on a realy bad failed saves. like 10 or more. switch to d8

Random d8

1-2 leg
3-4 arm
5-6 torso
7 reroll
8 skull

that is pretty much what you said
 
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WHY:(

There aare tables out on the web that have 100 different areas you can affect. I guess if that is your cup of tea fine. DM's peragitive(sp) works best for me! Still not a bad idea for when you really want to mess up pcs (legally):D But now what about piercing weapons or slashing weapons needing more damage in a round? Or less for a bashing one? Plus you're getting close to the area of instant death per the DMG. I personally use a table from the Dragon mag CD-Rom for when you go into negative hps. That is when I beleive you have the scarring, broken bones, missing limbs :rolleyes: Try it and hopefully it won't slow down play but knowing pcs I know it will:eek:
 

Considering how much mass damage, critical hits and such are in my campaign, it's not like the above rule will happen every session.
 

I strongly recommend that you DO NOT impose such rules.

If, however, you do, make every hit a locational one, else Hong's Paradox(TM), as listed above, will be manifested.

You should use a d20. After all its a d20 System.

In the case of an untargeted strike:

Random Hit Location

1-4 Left Leg
5-8 Right Leg
9-10 Left Arm
11-12 Right Arm
13-15 Torso (Lower)
16-18 Torso (Upper)
19-20 Neck/head.


A specifically targeted strike - i.e. a called shot should expand from existing mechanics. So:

1. All called shots immediately incur a -4 penalty to hit (logic: strikes to subdue, which involve a departure from the normal ebb and flow of combat, already incur a -4 penalty. It seems reasonable to apply the same penalty to called shots.) You could invent a feat called "Improved Called Shot" to offset this penalty.

(You also might want to consider whether Called Shots provoke an AoO like trips or disarms - obviously, mitigating feats could be developed.)

2. This -4 penalty is further modified by the size of the target: -1 for leg or torso (Small); -2 for arm or head (Tiny).

2a). In the same vein, you can add a penalty of -4 to hit a hand (Diminutive) or -8 to hit an eye or ear (Fine). Although, I'd restrict the option to hit these areas to small, one-handed piercing weapons (and maybe the rapier), or you'll get:

"Uuh, I'll hit him in his left eye with my greataxe."


Pages 67-68 of the DMG lists the effects of specific injuries to specific areas. Go with these.


Personally, I dislike the extra layer of mechanics. I tried it for a while, and I soon got bored of it.
 
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Again. No Called Shots.

Simply a further result of massage damage/crits. Consider it a lesser thing then Death from massive damage.
 

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