Kick em in the junk?

sylvyr

First Post
Okay,

I have a player that wants to make called shots on other creatures arms... If this was AD&D then it would be easy, but it's not.... How that crap does this work in 3e?


---Sylvyr
 

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The combat system already assumes the character is trying to do the best job he can at hurting the opponent.

If the intent is to render an enemyincapable of attack, there's also Sunder and Disarm manuvers. These won't work on natural weaponry, however.
 

You can, however, use lots of "flavor text" to describe what happens. For example:

"I strike at his arm. A hit! Let's see, that 15 points of damage - how did I do?"

"Nice job - his arm has a huge, gnarly gash in it! As he rakes you with his claws, though, you observe he can still use it effectively."

And so on - with his arm never becoming useless until he is taken down.
 

It should also be noted that there is a section in the DMG that describes effects of items/traps that specifically and purposefully damage various parts of the body (eyes, hands, etc) and how it relates to skills and checks.
 

Well, for the actual "kick 'em in the junk" maneuver I'd suggest:

Stunning Fist [General]

Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher.

Benefit: Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character's next action). A stunned character can’t act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. The character may attempt a stunning attack once per day for every four levels attained, and no more than once per round.
 
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I've found players who argue for called shots find they quickly lose luster once the monsters start doing them back.

DM: "Ok, George, Silvanus the Paladin takes 27 points of bite damage in the junk. Good news is he won't have to worry about illegitimate children marring his reputation; bad news is there's no opening in Pelor's Choir's soprano section."

When DMs want to do called shots, there's not much to be done.

I've always felt the idealized combat system of D&D doesn't support called shots or descriptive criticals (save for the extra damage). Fumbles = same thing. Missing is penalty enough.

Greg
 

Junk kicking also gives you a +20 bouns to Pick pockets ;)


But in all seroiusness, in the DMG on pg 66-67 the have alternate rules for dealing with called shots, bassically asssing penalties that a woudning would do to that part of the body.

Pretty basic rules but they seem to work. I would also assine AC bonuses depending on how hard it is to hit. Like a Meduim sized eye as fine, an arm as tiny...
 

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