Solving the Called Shot Problem

(Psi)SeveredHead said:
Until someone can come up with a way to protect eyes that's better than "they're pretty small" they will break every called shot rule they come into contact.
Well, they're pretty small, they're almost always moving, they're well protected passively (even in humanoids, most of which have lost the jutting brow of their ancestors), and they're well protected passively. Everyone knows their eyes are vulnerable and will instinctively preserve them, at almost any other cost in damage. (The same is true of men and the, uh, "family jewels." If you don't believe this, feign a punch -- make it a slow, obviously playful one, even -- at the nearest guy, and watch the reaction.)

So (1) I've never seen a called shot system that makes hitting the eyes (or the groin) difficult enough, and (2) even if you do make an attack in line with the eyes, in most cases you're going to hit an upraised hand, or a lowered skull, or a lifted cheek. Extra damage, maybe, but no blinding. (Or perhaps temporary blinding ... with a DM to make it fun and fair.)
 

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The existing D&D system is already somewhat Vancian, why not incorporate that here? If a wizard or sorcerer can cast some spell X times per day, and if some feats allow things to be done X times per day, and if some class abilities allow things to be done X times per day, why not create some called shot system and allow it to be used X times per day?

This limits the abuse, forces the player to decide when the character should make the attempt, and imposes a penalty for failing to pull it off.

The other details, of course, remain (i.e. what mechanics to use). I just thought I'd throw this in.

If you want anyone to be able to use Called Shot, then it shouldn't be a class ability, obviously. So, you could either go the route of something like Fighting Defensively, or you could make it a feat so that it's optional but requires a specific cost that many classes would ignore in favor of better options.

Dave
 

Wow, thanks guys. Lots of creative thought.
Here's my idea, which I hope sounds like good design philosophy.
In my upcoming game, I will reward a little AP per level on top of offering my players the chance to earn more by performing post-game activities. I like the idea of major NPCs having an action point or two available to spend, but I think I'll charge all other NPCs a feat in order to have an AP reservoir.
One AP will equal one attempt, thus limiting the uses of the Called Shot mechanic. This will free up the TA system, which is essentially:
*One full round action attack
*Hmm... get rid of the concentration check. It's a little silly, may add an unnecessary step, and may force players to spend AP on an action that doesn't even get to the attack roll phase.
* -4 if an enemy moved more than 5 ft.
*Use the penalties in TA for each body part (which solves the above mentioned eye problem. It's a whopping -11 to target an eye, which virtually requires the target's defense to be dropped in some way to make it worth it.)
*successful hits DO NOT deal critical damage, but rather score a moderate critical effect. If a 20 is rolled on the attack, then it will deal both critical damage and a critical effect, or a serious effect (player's choice)
*I'll use circumstance bonuses and penalties liberally. That beholder's eye is huge! is it that hard to hit? nah, +4.
*Bypassing armor will not be the point. that would be extremely complex- I want to keep even this system abstract.
*The called-shot feats (I dunno, some are like +4 on called shots, no AOO, called shots are standard actions, etc) will be applicable

These are just some thoughts I have. I don't have the book handy right now, but when I'm back home I may playtest it a bit.
 

In this thread Hong made a suggestion that would work - essentially saying that taking someone down to negative HP allows you the ability to choose the way in which you defeat him, which could be holding a sword to his throat, disarming him, knocking the macguffin crown off his head, etc.

My question to people in this thread who want a called shot system is: What kinds of effects do you want to achieve? Once we know that, we can try to figure out how to achieve them.
 

Star Wars Saga has a very neat called shot thing: the Aim action. In short, spend two swift actions to Aim, and then use a Standard action to fire ignoring anything less than total cover. Additional feats and talents give you more benefits when Aiming, like increased damage.
 

That "aim" mechanic is cool, but to answer Kid Charlemagne's question, I'm bucking for a eye-blinding, finger-amputating, decapitation system, specifically the one in Torn Asunder. The question is not what effects I want- but rather, how can I make a better balanced way to achieve those effects?
 

Awakened said:
That "aim" mechanic is cool, but to answer Kid Charlemagne's question, I'm bucking for a eye-blinding, finger-amputating, decapitation system, specifically the one in Torn Asunder. The question is not what effects I want- but rather, how can I make a better balanced way to achieve those effects?
If you're not totally set on allowing characters to call their "called shots", you could try Paizo's critical hit cards. If we assume that combatants are always aiming for weak spots, but actually hit them only on critical hits, the cards work pretty nicely. You trade in your extra damage to draw a card, and the card indicates what happens, which can be extra damage (again), disabling some body part, stunning the opponent, etc. It's random, but so is combat.
 

Another option might be to take a look at Mike Mearls' Book of Iron Might, which includes "stunts" that can have called shot-like effects. The book is sort of a precursor to Mearls' Iron Heroes, but intended to be used in a standard DnD game. Be sure to read the linked articles at the bottom of that page to get a better idea of how the mechanic works.

Also, Iron Heroes itself uses something similar called "challenges" that might be brought into a regular game.
 
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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?

-5 to hit.

If you hit, you deal critical hit damage.

Call it a day.
 

Kamikaze Midget said:
-5 to hit.

If you hit, you deal critical hit damage.

Call it a day.

Yikes! That would never fly in my game.

See, we're looking for "hey, he's holding a powerful artifact! We should be able to take his arm off!" kinda thing.
 

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