Need help with Called shots rules

Storyteller01

First Post
My players noticed that there didn't seem t be any rules for called shots in 3.0 or 3.5 We've developed this, and would like some feedback on them? Have Fun!!

When making a called shot, the player states what they are aiming for. The defender then gains an AC bonus based on the size of said target. This replaces the defenders AC bonus or penalty due to size (targeting a Huge Giants hand would reduce it's AC penalty to 0 [the hand is a medium taget, which gains no AC adjustment]).

the DM decides on an effect, using the damage as a saving throw DC (Targeting a bicep may penalize Dexterity, while targeting an elbow may cripple the arm completely).

NOTE: a fine called shot (-8) to the head (regardless of creature size) is an automatic critical hit.
 

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I'm sure you've already heard this, but called shots make little sense with an abstract damage system, which is why there aren't any official rules for them.
 

My players got tired of just knocking off hit points, and wanted a way to have more fun. Things like crippling an opponent, slowing them down, taking head shots, etc.

Example: You can all but Coup de Grace an opponent if they have no knees left...

That ranger can't use two weapons with a smashed elbow...

As well as others.
 
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Called Shots are in 3.0 but not 3.5. It was a -4 penalty to the roll, DM had to adjudicate outcome/results. Look for it in the "optional rules" areas in the combat chapter. I don't remember if it is in the PH or DMG, but I would bet it is in the DMG since I am pretty sure it was an optional rule.
 

The problem is that when the attack bonuses get high enough no one will do normal attacks anymore, as they will easily hit with called shots anyway.

The headshot automatic critical alsom makes high critical multiplier weapons like axes superior to other weapons.

Another disadvantage is that it will slow down the game as called shots and the associated penalties are flying everywhere.
 

The problem is realism, and being able to fight unhindered from 100 down to 1 HP makes little sense to some.

You might allow a feat that allows you to increase your threat range by taking a full atack action. Say a +1 for every interative attack you give up.

You could also have any hit you take once under 1/2 HP force a save vs being stunned, and any hit under 1/4 a save vs daze. The DC should not be based on damage, just a low, static DC. Having to make the save would be bad enough.

It dosn't need to be a problem to have larger amounts of damage delt with a single blow at higher levels, or greater effects from your proposed called shots. At those levels, no one would make normal attacks. Getting hit could have dire consequences, even if the damage was slight, it could affect your performance. Once a few PCs got hit by called shots themselves, the various options and feats to fight defensivly will get a lot more popular. This would lead to a more swashbuckling type game, where combats are decided by single, well placed blows.
 

Storyteller01 said:
This replaces the defenders AC bonus or penalty due to size (targeting a Huge Giants hand would reduce it's AC penalty to 0 [the hand is a medium taget, which gains no AC adjustment]).

Wouldn't you have to adjust the AC since the Giant's AC already includes a -2 for size? So, hitting the hand shouldn't have this -2 in it so its AC would be 2 higher.


Aaron
 

We messed with this for a while but ended up dropping it. We were thinking of a called shot as a full round action with the following penalties:
-4 to hit an arm resulting in foe suffering a a -4 penalty to all rolls/checks with that limb along with a 50% chance of him/her dropping anything held.
-4 to hit a leg resulting in a -4 penalty to checks (jump/etc) and a movement reduction of 10'.
-8 to hit hand resulting in a -8 penalty to rolls/checks and a 75% chance of dropping weapon.
-8 to hit foot resulting in a -8 penalty to checks and movement reduced by 20'.
-12 to hit an eye resulting in blindness of that eye (no instant kills) giving some sort of minimal coverage bonus to attacked foes.
I know it's a bit simplistic and has problems, but it might give you some ideas....
 

Aaron2 said:
Wouldn't you have to adjust the AC since the Giant's AC already includes a -2 for size? So, hitting the hand shouldn't have this -2 in it so its AC would be 2 higher.


Aaron

Exactly. I misrepresented myself. The 0 AC penalty would supersede the -2 penalty (in effect, the -2 is reduced to 0 because the hand is a smaller target). If I chose to hit a finger (I'll say it's a tiny target) then the -2 would be replaced by a +4 to AC.

If the player misses by less than 4 (against said finger), they hit the giant but do not gain the Called Shot effect.
 
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Jondor_Battlehammer said:
The problem is realism, and being able to fight unhindered from 100 down to 1 HP makes little sense to some.

true.

In reality, most people stop fighting long before they die (they bleed out later). Many others took critical hits. If I'm not mistaken, a Japanese battlefield was dug up to determine exactly how the combatants died (forensic anthropolgists have strange hobbies :) ). 80% of fatal hits were through the clavical into the lungs or heart. According to Kendo tournament rules, this is an illegal shot, 1) because it's concidered an 'easy kill' (so I've been told) and 2) because, even with armor and bamboo swords, injury is still a real possibility.

That, and it takes FOREVER to wear down an decent opponent.
 
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