So, you not only use a bad rule that gimps flying creatures, but you also combine it with an even worse rule -- called shots? These are not good ideas, at all.Kerrick said:For example: A griffin with 48 hit points is hit in one wing by another rider's sword, taking 6 points of damage. Since all this damage was to the wing, it counts double – the griffin is treated as being reduced to 25% of its hit points (12 is 25% of 48), and suffers accordingly.
How does that work again? They cannot flee, so exactly how do they survive to recur? Or, are you suggesting that they flee after, say, the first successful magic missile?nittanytbone said:Helps to turn them into recurring villains.
So what, you think creatures should be able to fly until they're at 0 hit points, despite having grievous wounds, broken or missing wings, and their entrails hanging out? Get real. While D&D is all about abstraction and having fun, there comes a point where you go too far and you're just straining the players' suspension of disbelief. Anyone with half a brain would target a flying creature's wings - that's the fastest and easiest way to bring it down. No wings, no fly. So tell me, WHY are these not good rules?So, you not only use a bad rule that gimps flying creatures, but you also combine it with an even worse rule -- called shots? These are not good ideas, at all.
Kerrick said:Anyone with half a brain would target a flying creature's wings - that's the fastest and easiest way to bring it down. No wings, no fly. So tell me, WHY are these not good rules?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.