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<blockquote data-quote="Emberashh" data-source="post: 9163070" data-attributes="member: 7040941"><p>I've found that Hit locations tend to work better when its the Defender making a choice of what gets hit rather than some convoluted randomization scheme. </p><p></p><p>While my system doesn't track Hit Locations for Wounds (though it could), it does do so for Armor/Weapon durability. By default all durability hits that aren't otherwise determined hit the Body slot. </p><p></p><p>If you parry with a weapon, that is what takes the hit. If you deflect with a gauntlet, the hand slots take the hit. Head, head slot. Etc etc. When you roll your Defense, you use the dice associated with these slots (ie, your gauntlets add 1d10 Armor) and if they roll a 1, you lose Durability. </p><p></p><p>Its faster and much more intuitive, and arguably Wounds wouldn't be too much of a step too far in this context either. I just don't personally find it to be all that worthwhile to do as the way Im designing Wounds is based around debuffs and DOT effects, so they need to be easy to track. Adding a great deal more variability in that isn't desirable.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9163070, member: 7040941"] I've found that Hit locations tend to work better when its the Defender making a choice of what gets hit rather than some convoluted randomization scheme. While my system doesn't track Hit Locations for Wounds (though it could), it does do so for Armor/Weapon durability. By default all durability hits that aren't otherwise determined hit the Body slot. If you parry with a weapon, that is what takes the hit. If you deflect with a gauntlet, the hand slots take the hit. Head, head slot. Etc etc. When you roll your Defense, you use the dice associated with these slots (ie, your gauntlets add 1d10 Armor) and if they roll a 1, you lose Durability. Its faster and much more intuitive, and arguably Wounds wouldn't be too much of a step too far in this context either. I just don't personally find it to be all that worthwhile to do as the way Im designing Wounds is based around debuffs and DOT effects, so they need to be easy to track. Adding a great deal more variability in that isn't desirable. [/QUOTE]
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