Solving the Called Shot Problem

Awakened

First Post
Ok, here's the deal.
Called shots.
Love 'em or leave 'em, there are still hundreds of situations that could be enhanced in flavor or strategy by their inclusion in a 3.5 edition game. I'm starting a Sword Coast/Waterdeep/Everywhere campaign soon, and would like to find a way to include called shots.
My question is, how can I include the mechanic but make it so that it's only used in strict circumstances? I don't want my players choosing Called Shot: Aorta every turn. See, I've used Torn Asunder in the past and experimented with their Called Shot system, but it's too hard to pull one off in the early levels and too easily abused later on. Has anyone figured out a way to make called shots more circumstantial, as in, used at the same frequency as Trip/Grapple/Disable/Sunder?
What systems have worked/failed?
I personally love the TA injury system, and would love to be able to tweak what they have there for game balance.
Thanks in advance
 

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I personally prefer to think of called shots as flavor text for existing mechanics, but I thikn implementation will depend on what you want out of them. Do you just want more effects that fit the existing mechanics (e.g. damage) or do you want unique effects?

For the former, you might consider a generic -2 to attack for +1 damage sort of thing. If the latter, you could decide fixed penalties to achieve specific effects (example, called shot to the head at -8 to achieve a "blinded" effect for 1d4 rounds). But there's a lot to do to balance the latter. I playtested Torn Asunder and was never quite happy with the called shot system, either despite the excellent granulatiry of the injury system.

If you want to look at called shots, though, I recommend you first consider one of the original designer's opinions on called shots.
 

Wow, very informative. A Torn Asunder insider! Love that book.
But yes, I actually was trying to find a way to incorporate body part based effects that correspond to the part hit. I enjoy the injuries presented in TA, I guess I am just trying to find out how to make it all mesh.
Sean K. Reynolds has a great essay there. I may consider keeping called shots banned.
 

I tend to agree with Sean Reynolds... and having played Top Secret where the character's skill could slip the attack to the most deadly location... well, our 'Head Hunters' didn't tend to leave many opponents alive after the first volley...


The best implementation I have seen {not played} was part of Ken Hood's Grim and Gritty rules where called shots were part of the critical hit mechanic. Instead of just dealing *more* damage you could try to confirm various special effects such as damage to legs {penalty to move}, strike to blind {temporary}, and ignoring DR from armor.

But even with that, well... kinda like RoleMaster where the best result you could ask for is 'stunned for one round'...so players would aim for that. {once two RM Archers took out a Giant in 7 rounds... Giant never got an action...}

I guess that example really shows the problem with the system. When the PC does it to the NPC the story seems really cool. Now what if my character was the Giant in said encounter? It would suck.

So.. I suggest you use flavor text and avoid debilitating/death spiral mechanics. But if you want to go that route, I suggest you tie the special effects to a resource like action points or critical confirmations...something that won't happen *every* round.
 



Sean K. Reynolds is basically arguing against a combination of 2 things - a called shot system AND an armor location system. There is no particular reason they have to go together outside of logic, and it's not like the rules are logical in any way in the first place.

So called shots don't have to be about bypassing armor- if there are instances where that IS how you want them to work (such as a monster with a particular weak spot), you can detail that in the particular monster's description as opposed to creating a general rule, and maintain balance that way.

More generally, as mentioned above, they can be used to cause effects. If you run called shots, all you have to do is balance the reward of achieving one versus the penalty for attempting one. Headbashing someone could equal stun. Smashing a leg could result in entanglement or prone. Hitting an arm lands them an attack penalty. Work out the penalties to hit as is appropriate.
 

Awakened said:
I thought of that today! One AP = One Called Shot attempt. The problem is that the mechanic would be unavailable to NPCs

But is that so much of a problem?

And IMC the 'named' NPC's get AP anyway :)
{ I think making them waste a feat on it is silly...}
 

Brazeku said:
Sean K. Reynolds is basically arguing against a combination of 2 things - a called shot system AND an armor location system.
No, that's just the example he uses to illustrate the overall problem...

Brazeku said:
If you run called shots, all you have to do is balance the reward of achieving one versus the penalty for attempting one.
...which is this. If you actually manage to properly balance your called shot system, there's really no reason to have one.
 

Vegepygmy said:
No, that's just the example he uses to illustrate the overall problem...

...which is this. If you actually manage to properly balance your called shot system, there's really no reason to have one.

That isn't necessarily the case. As long it is is superior in certain instances, against certain opponents, or for certain builds, it will increase diversity without becoming inherently imbalanced or ubiquitous.
 

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