evilbob
Adventurer
As previously stated in this thread:
new called shot idea (seriously)
I have since revised this variant rule idea once more (paying special attention to things like sunder, disarm, and stunning fist) and I think I've made something that is simple enough to be used and effective enough to be useful. All comments welcome.
Called Shot
“Attack smarter, not harder.”
Players may attempt a Called Shot as an attack action against a living opponent with discernable anatomy (must be subject to critical hits). This incurs an attack of opportunity. (If the AoO connects, the called shot fails.) If using a ranged attack, the player must be within 30 ft. of the target. Roll an attack using the penalty from the table below. If damage is dealt, the target must make a Fortitude save against a DC of 10 + ½ your character level + your Int bonus, or suffer an additional effect. Effects last for 1 round per 4 character levels, + 1d4 rounds. Called shots to the same area do not cause the penalties to stack, and successive effect durations on the same area simply overlap. One point or more of magical healing negates the effect of a called shot.
Body Part: Penalty to Hit: Called Shot Effect
Head: -6: -2 to attack rolls, -2 to Will and Reflex saves
Arms: -4: -2 to attack rolls, -2 to Strength checks
Legs: -4: 50% movement, -2 to Reflex saves
Note: Characters may not use called shots while raging.
Additional Feats:
Improved Called Shot [General]
Prerequisite: Combat Expertise
Benefit: Called shots made by you incur no AoO, and the DC to resist the effect is increased by +2.
new called shot idea (seriously)
I know this gets kicked around time and again, and I have read many of the threads and rants against called shots. However, I think the fundamental problem with most called shot ideas is that they focus on increasing damage - which, I agree, just won't work (this is why critical hits exist). The point of a called shot, as I see it, is to damage a specific area of the body, thus inhibiting the use of that area to some degree. To that end, I have created what I think is a fairly simple rule system, based off two ideas:
1) The Variant: Damage to Specific Areas table on p27 of the DMG
2) the idea of smaller size categories being harder to hit
I have since revised this variant rule idea once more (paying special attention to things like sunder, disarm, and stunning fist) and I think I've made something that is simple enough to be used and effective enough to be useful. All comments welcome.
Called Shot
“Attack smarter, not harder.”
Players may attempt a Called Shot as an attack action against a living opponent with discernable anatomy (must be subject to critical hits). This incurs an attack of opportunity. (If the AoO connects, the called shot fails.) If using a ranged attack, the player must be within 30 ft. of the target. Roll an attack using the penalty from the table below. If damage is dealt, the target must make a Fortitude save against a DC of 10 + ½ your character level + your Int bonus, or suffer an additional effect. Effects last for 1 round per 4 character levels, + 1d4 rounds. Called shots to the same area do not cause the penalties to stack, and successive effect durations on the same area simply overlap. One point or more of magical healing negates the effect of a called shot.
Body Part: Penalty to Hit: Called Shot Effect
Head: -6: -2 to attack rolls, -2 to Will and Reflex saves
Arms: -4: -2 to attack rolls, -2 to Strength checks
Legs: -4: 50% movement, -2 to Reflex saves
Note: Characters may not use called shots while raging.
Additional Feats:
Improved Called Shot [General]
Prerequisite: Combat Expertise
Benefit: Called shots made by you incur no AoO, and the DC to resist the effect is increased by +2.
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