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General Tabletop Discussion
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Solving the Called Shot Problem
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3685778" data-attributes="member: 20805"><p>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...</p><p></p><p></p><p>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.</p><p></p><p>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...}</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3685778, member: 20805"] 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. [/QUOTE]
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