Called Shots?

Infiniti2000 said:
I only allow called shots to the nuts. And only on the players themselves. Now that makes for some interesting PvP.

lol, that is deliciously, adolescently brilliant! Kudos!
 

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well, when you talk of doubling crit range, what i immeditaly think of is the player who has a keen weapon that crits 16-20...now, suddenly his weapon crits 12-20, or approximatly half the time.

Now, where did i put my Keen blade of Vorpal-ness? :P

you would probably also have to limit this to avoid making it such an attractive target for abuse; for example, a minus of 4 to their AC? And it should definatly produce an attack of opportunity. hmmm....

and dont forget the much improved chance to call lightning down from the sky on the user. lol.
 


penance said:
well, when you talk of doubling crit range, what i immeditaly think of is the player who has a keen weapon that crits 16-20...now, suddenly his weapon crits 12-20, or approximatly half the time.

What weapon has a normal threat range of 18.5 to 20? :)

But that's probably not how it would work. Two doubles is a triple for modifiers in D&D. So a sword has a 19-20. Keen sword has a 17-20. If you doubled it again with this rule, you'd get 15 to 20, not 13-20.
 

My idea on called shots.

-Called shot idea: As a normal attack you can attack a certain part of a person's body. This does not make the person harder to hit, but it doesn't do much damage. On a hit, you only do half of the weapons damage dice (no mods from str dex or int and the such) you pick a part to add a -2 to a skill. See Dmg for what you can hit.

-Advacned called shots: This called shot is more powerful. You can hit a body part not mentioned in the DMG. You can hit such things as the tounge (Stoping spell casters prehaps?) and do other effects like slowing a person by hitting them in the knee or legs.
ACS are harder to hit with. You add 3 to your Crit range and have to roll with in the crit range with no mods. Ex: If you have a crit range of 18-20 then you have to roll 15-20 unmoded.


From hy 'Advanced 3.5' rules. Instead of trying to fugure out new acs all the time, just nurf the damage for a minus -2 to a skill.

The Advanced called shots are difficult, but have greater effectiness. You can half some ones speed, cut out there tounge, something other then a auto death effect.
 
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Infiniti2000 said:
Obviously, you're referring to your 3.0 keen blade of vorpal-ness? :p


yeah, yeah. :P I was sad that they'd already fixed that 'stacking threat range' stuff after i found out about it; it would be kinda fun to kill dragons left and right.......

and thanks DanMcS for fixing my math. :P I'm just the scythe fighter in the corner, 20 crit range for me. :D
 

Called shots are a bad idea in a HP system. See the Reynolds article for specifics.


No matter the actual rules for them there will be a point of no return where it is always advantageous to make called shots on every attack.


Instead describe criticals in gory details as attacks that hit vulnerable areas.
 

Random Axe said:
For instance, darthkilmor, what did you have for the effect of successfully hitting the doubled AC?

thanks for your ideas.

I forget now since its been awhile what we did exactly for each specific area, but for shots to the head I think it was soemthing like if it was enough dmg then it invoked the massive dmg save vs death kind of thing. Which really, if you took say 15-20 points of dmg, TO THE HEAD, you've got a chance of dying. Especially if you consider arrows and the like, I mean, its hard to do that much piercing dmg to the head without just skewering the brain.
 

darthkilmor said:
You could probably just use the standard size bonus to AC chart to figure a static bonus for each part if the math was a PITA.

Table: Size Modifiers
Size Size Modifier
Small (torso?) +1
Tiny (arm?) +2
Diminutive (foot/hand/head?) +4
Fine (eye?) +8

My group uses
Torso, Leg - Small
Arm, Head - Tiny
Foot, Hand, Throat - Diminutive
Eye - Fine

This is the method my group uses but we also add in cover for anything with armor in addition to the armor bonus, but we remove the armor bonus for anything without armor and we always include the shield bonus. The thinking is that if you do manage to hit the specific body part you are aiming for and it is unarmored, the armor should not count. On the other hand if you are aiming for an armored body part in particular you are making it easier for the target to block with any part of their armor (siveling to catch the head shot on the armored shoulder). And shields are versatile enough to cover anything.

So if you call a shot to the head of a target wearing a helm and chain mail, the total AC is 10 + 1 (size) + 5 (armor) + 4 cover = AC 20. Attacking the eyes would actually be slightly easier if they are exposed, for an AC of 18. Yes this means it is more effective to strike the legs of a heavily armored (but not leg armored) opponent. This is just smart combat on top of being historically accurate for many battles where 80% of the dead would have leg injuries.

We also had a rule that granted a +1 dodge bonus to AC for that particular body part for every consecutive round it was targeted as the target as realized they should better protect that area.
 


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