• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Called Shots?

Entrebat

First Post
So... I know that this particular item has probably been asked before. I know that the d20 system doesn't have a called shot function for specific reasons. Barring those many reasons, what do you guys think about these feats?

Melee Called Shot [General]
Prerequisites: Proficient with weapon, base attack bonus +3 or higher, Sunder, Power Attack.
The character can make a "Called Shot" with a melee weapon to strike at a specific location. If the attacker hits his intended target, the damage is automatically a critical hit. If the target survives the damage, the target must make a Fortitude save (DC 10 + damage dealt) or the offending target is either amputated/crippled.


Ranged Called Shot [General]
Prerequisites: Proficient with weapon, base attack bonus +3 or higher, Point Blank Shot, Precise Shot.
The character can make a "Called Shot" with a ranged weapon to strike at a specific location. If the attacker hits his intended target, the damage is automatically a critical hit. If the target survives the damage, the target must make a Fortitude save (DC 10 + damage dealt) or the offending target is either amputated/crippled.
 

log in or register to remove this ad

I think you need a peanlty to hit with a called shot. With your feats there is no reason not to make every attack a called shot. Some ideas are making a called shot a full round action, as well as having a -6 or -10 penalty to attack.
 

In addition to Crothian's suggestion for an attack penalty (which is a must), I would have the prereqs for the Melee version to reflect an aptitude with precision over power. Weapon Focus and Expertise come to mind.
 
Last edited:


Entrebat said:
Good thoughts, I knew that the feats weren't quite right... Any other ideas out there?

Mongoose published some Called Shot rules in The Quintessential Fighter.

Another DM from my group, and myself, have been working on some Called Shot rules of our own as well. When we get to a point that were comfortable with them, I'll see about posting them up here.
 

So... how about these:

Melee Called Shot [General]
Prerequisites: Proficient with weapon, base attack bonus +3 or higher, Weapon Finesse, Weapon Focus.

Allows PC to target a specific area on an enemy.

Effects:
Attack (melee) [Full Round][AoO: Yes]
The character can make a “Called Shot” with a melee weapon to strike at a specific location at – 10 to their role. If the attacker hits his intended target, the damage is automatically a critical hit. If the target survives the damage, the target must make a Fortitude save (DC 10 + damage dealt) or the offending target is either amputated/crippled.


Ranged Called Shot [General]
Prerequisites: Proficient with weapon, base attack bonus +3 or higher, Point Blank Shot, Precise Shot.

Allows PC to target a specific area on an enemy.

Effects:
Attack (ranged) [Full Round][AoO: Yes]
The character can make a “Called Shot” with a ranged weapon to strike at a specific location at – 10 to their role. If the attacker hits his intended target, the damage is automatically a critical hit. If the target survives the damage, the target must make a Fortitude save (DC 10 + damage dealt) or the offending target is either amputated/crippled.
 
Last edited:

Do you want characters to be able to make called shots with axes or longswords? If so, you probably don't want Weapon Finesse as a prereq. If you want to keep with how most official Archery feats are written, you might want to limit it to 30'. Also, I'd ditch the Fort save or become amputated because Critical Hits are often considered to be strikes at a vital organ or vulnerable spot anyway, so I'd just leave it as an instant Crit.

Or another way to do it would be as sort of an off-shoot of Power Attack. You could make it so that for every -1 to your attack roll your Threat range increases by one, to a maximum of your BAB.
 

--I would up the BAB requirement to at least +7 or so. Granted, most 3rd level fighters with a -10 to attack can't hit too much that is a challenge (who cares if he chops off an arm of a kobold).

--I would also include size modifiers (such as those for grapple). Can't imagine a dagger crippling a leg of a hill giant.

--I think you need to clarify what crippled means. And can these feats amputate the head of a creature? Makes vorpal weapons less useful than one that simply grants a high + to attack.

All in all, awfully powerful for feats, but workable. But hey, the Black Knight survived losing all 4 limbs!;)
 

If you want to deal more damage at the cost of having to make a more precisely targeted attack, use Power Attack. The flavour text talks about making powerful but awkward hits, but the mechanics can just as easily be used to represent a called shot.

I also have an equivalent feat for ranged attacks on my D&D page: see here.
 

its all in the way you think about it

I used to have a problem with this, but if you think about it, you just have to use imagination:D

What your character IS trying to do is attack a vital area, but because the other person knows this, they try to dodge, stopping the crit, but sometimes they don't dodge well enough (ie:critical hits).

And sneak attack counts in what happens when a person DOESN'T try to dodge.

The only thing you'd have to answer, is what about a fighter (without sneak attack) against a flat footed person. And the answer to this is... don't try to make up a rule that will probably be over powered when you really don't need to because it doesn't add much to game play.

This is what improved crit is all about :D
 

Into the Woods

Remove ads

Top