D&D 5E Called Shots

Super simple called shot idea:

Called Shot (Hinder): When you make an attack, if you do not have disadvantage, you may attempt to make a called shot (hinder) on your target. You suffer disadvantage on your attack, but if you hit your target, your target is suffers disadvantage on the next attack roll or ability check it makes before the start of your next turn.

Called Shot (Critical): When you make an attack, if you do not have disadvantage, you may attempt to make a called shot (critical) on your target. You suffer disadvantage on your attack, but if it hits the target, you score a critical hit.

These are both great, and well written. The "Critical" option accomplishes the goal. It also sets a good pattern for other combat maneuvers, such as disarm.
 

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My proposal: PCs are always trying for called shots. Most of the time, you aren't able to hit the target area and have to settle for whatever you can get (a normal hit). However, if you score a crit, you called your shot and made it. Declare what you were aiming for:

  • Vitals. Crit damage. This is the default target.
  • Eye. Normal damage, and the enemy suffers disadvantage on all actions requiring sight until the start of your next turn. If the enemy is at half hit points or less, that eye is permanently destroyed. If all of the enemy's eyes are destroyed, the enemy becomes blind.
  • Hand. Normal damage, and the enemy drops whatever it was holding in that hand. If the enemy is at half hit points or less, that hand is severed or crushed, and becomes permanently useless.
  • Leg or Wing. Normal damage, and the enemy is knocked prone. If the enemy is at half hit points or less, that leg is permanently crippled, reducing its speed by 5 feet.
  • Head. Normal damage, and attacks against the enemy have advantage until the start of your next turn. If the enemy is at half hit points or less, it is stunned until the start of your next turn.
(Obviously this would take some fine-tuning. I can imagine a bunch of fighters taking the expanded crit range option and stacking head shots for perma-stun once the foe is bloodied. And there would need to be some way for PCs to get fixed if this stuff happens to them! But you get the idea.)
 
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I know called shots are not for everyone, so the things that i say suits primary my gaming needs.

I loved called shots back then at 2nd edition era along with the optional critical hits tables. Although i like a fast paced combat i would sacrifice a bit of speed to get my game more gritty. So, I would love called shots (and criticals) to be on the simulation side. If a player wants to shot an eye he can, and if he succeeds then there is a possibilty that the enemy will be blinded or worse.

As for the proposed ideas I am more close to Dausul (but I would love more flavor and details) than the abstract rules of Ashkelon. I am not saying Ashkelon called shot rule is bad, but it is not my game style.
 

Called shots are great actions because they keep the player focused on the drama of the situation.

The problem is that they are often more difficult to make.

I think the game could take a lesson from Eight ball. In that game called shots all the time, but they are not more difficult. If you miss and hit some other ball it just doesn't count.

One idea is that a called shot could be an free attack that must be your first action. If you miss with it your turn ends. That way you can make a called shot on a guy without a helm (no armor) without taking a huge penalty. With that said, it does seem natural that a head shot should have a penalty, or at least be more difficult to hit
 

I generally won't allow called shots to cause specific damage. But for other results (like conditions), I generally model it after the Shoving a Creature and use an opposed check of some sort. Sometimes it's an attack with a save instead. Depending on the difficulty I'd impose disadvantage, although certain class features or feats may eliminate this.

Randy
 

His argument that a critical hit already does what is desired is also wrong - a critical hit just does more damage - 16 hit points instead of 8, or whatever. But if the goal was to temporarily blind/slow/stun the opponent then that critical hit does nothing to get you closer to that goal.
Blind/slow/stun all have exactly the same effect, make the target die more easily/quickly. This is already represented by HP. Having less HP is a condition where by the target will die more easily/quickly. You're just trying to add completely unhelpful complexity. It's also pretty questionable how you'd temporarily blind someone by jabbing them with a spear, or why you'd blind them and not go the extra inch and introduce your spear point to their brain.
 

I know its fraught with problems, but I'll allow called shots for dramatic effect so long as players use it only rarely.

In Next, any called shot has Disadvantage, if they hit, then I adjudicate the effect on the fly.

Ok, so say I already have Disadvantage from another source. I may as well make all my attacks called shots since I can't get double Disadvantage (as you can only get Advantage or Disadvantage once).
 

The point is moot -- this is an old thread, using what are now outdated materials.

There are now rules for called shot, like em or not: with certain feats, it's -5 to hit (and therefore stacking with disadvantage) for +10 damage.
 

I know its fraught with problems, but I'll allow called shots for dramatic effect so long as players use it only rarely.

That will depend way too much on the players. In all the years I've played I can't think of any group that didn't contain at least one player that wouldn't game it.
 

The point is moot -- this is an old thread, using what are now outdated materials.

There are now rules for called shot, like em or not: with certain feats, it's -5 to hit (and therefore stacking with disadvantage) for +10 damage.

That could be one way to rule on called shots. But then are you saying you can only called shot with a feat? Or anyone can do it, so why take the feat, its redundant?
 

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