Called Shot feat chain. (Read first before judging.) [Archive] - Wizards Community

Post/Author/DateTimePost
Tinari

06-28-07, 08:08 PM
I know, I know. You probably read the title and went "Ugh... no again." But herein I have attempted to detail a called shot system that is actually usable in game without being broken or too convoluted. I give you, the Called Shot feat chains.


Called Shot, Basic [General]

Prerequisite
Dex 13, Int 13, Combat Expertise

Benefit
A character with basic knowledge of called shots is able to deliver special attacks to the extremities of their foes that cause debilitating effects. With Called Shot, Basic, a person may target an opponents arms or legs. When the opponent is denied his dex bonus to AC or flanked, you may make a called shot with no penalties to attacking. If your opponent is not denied his dex bonus to AC or flanked, you may make a called shot at a -4 penalty to your attack rolls.

With Called Shot, Basic, you may choose to target your opponents Weapon Arm, Shield Arm or Legs. For an opponent using two weapons, the shield arm refers to their off-hand weapon and applies the same penalties as if it were a called shot to their weapon arm. For someone using a two handed weapon, a called shot to the shield arm will cause the same penalty as hitting the weapon arm, and does not stack. A character may only make a called shot with his first attack in a round.

A Called Shot, Basic to the weapon arm causes the target to suffer a -2 penalty to their primary weapon's attack rolls for five rounds.

A Called Shot, Basic to the shield arm cause the target to lose the base armor the shield grants to AC, though they retain all enhancement bonuses provided by the shield for five rounds. (If an opponent is using a +3 Large Shield and suffers a called shot to the shield arm, they lose 2 AC for the Large Shield, but still retain the +3 bonus.)

A Called Shot, Basic to the legs will cause an opponent to suffer a -1 penalty to their dexterity bonus to AC (but will not reduce it below 0) and reduce their base land speed by 5 ft (to a minimum of 5ft.) for five rounds.

Normal
A character may not execute called shots as described via the called shot feat chains.

Special
A fighter may select Called Shot, Basic as one of his fighter bonus feats.



Called Shot, Advanced [General]

Prerequisite
Dex 13, Int 13, Basic Called Shot, Combat Expertise, BAB +6

Benefit
A character with advanced knowledge of called shots is able to deliver special attacks to specific parts of the opponents body to cause specific debilitating effects. With advanced knowledge of called shots, a person may target an opponents head or the vitals of their torso. When the opponent is denied his dex bonus to AC or flanked, you may make an advanced called shot with a -4 to attacking. If your opponent is not denied his dex bonus to AC or flanked, you may make a called shot at a -8 penalty to your attack rolls.

With Called Shot, Advabced, you may choose to target your opponents Head, Chest or Abdomen. If flanking an opponent, a called shot to the chest or abdomen becomes a called shot to the back. A character may only make a called shot with his first attack in a round.

A called shot to the head deals damage as normal, but increases your crit range for the specific attack by 1 (From 19-20 to 18-20 for that specific attack, applied after all magical and class affects.) As well as a +2 to attack rolls to confirm criticals. If you manage to deal a critical when striking with a called shot to the head, the opponent is dazed for 1 round. The daze effect of a called shot to the head can only affect a target once every other round.

A called shot to the chest deals damage as normal with an additional 2D6 precision based damage. This damage does not stack with any other forms of precision based damage such as dealt from sneak attacks or sudden strikes.

A called shot to the abdomen deals damage as normal, but the target is sickened for one round. Multiple called shots to the abdomen do not extend the duration of the sickened state.

A called shot to the back deals damage as normal with an additional 3D6 precision based damage. This damage does not stack with any other forms of precision based damage such as dealt from sneak attacks or sudden strikes.

Normal
A character may not execute called shots as described via the called shot, advanced feat.

Special
A fighter may select Called Shot, Advanced as one of his fighter bonus feats.


Called Shot, Masterful [General]

Prerequisite
Dex 15, Int 15, Combat Expertise, Basic Called Shot, Advanced Called Shot, BAB +15

Benefit
A character with masterful knowledge of called shots is able to deliver special attacks to their foes that cause debilitating effects. With Called Shot, Masterful, a person may using any prior called shot skills will have additional effects. For called shot, basic, you no longer suffer a -4 penalty to hit an opponent when they're not flat footed. For called shot, advanced, you suffer a -4 penalty to hit an opponent who is not denied their dex bonus to AC or flanked but suffer no penalty to hit an opponent who is denied their dex bonus to AC or flanked.

With Called Shot, Masterful, you may choose to target anywhere you can with Called Shot, Basic or Called Shot, Advanced, however the effects for both change. See Called Shot, Basic for how to deal with interactions between called shots and two weapon fighting and fighting with a two handed weapon. A character may now make two called shots per round, distributed among any attacks they make in the round, including attacks of opportunity.

A Called Shot, Masterful to the weapon arm now causes the target to suffer a -4 penalty to attack rolls for the rest of the fight, or until they receive the effects of a healing ability/spell.

A Called Shot, Masterful to the shield arm cause the target to lose the base armor the shield grants to AC, though they retain all enhancement bonuses provided by the shield. In addition, the shield causes a -2 to skill checks and has an has it's maximum dex bonus to AC lowered by 2. This lasts until the end of the combat, or until they receive the effects of a healing ability/spell.

A Called Shot, Masterful to the legs will cause an opponent to suffer a -2 penalty to their dexterity bonus to AC (but will not reduce it below 0) and reduce their base land speed by 10 ft (to a minimum of 5ft) for the rest of the combat, or until they receive the effects of a healing ability/spell.

A Called Shot, Masterful to the head deals damage as normal, but increases your crit range for the specific attack by 2 (From 19-20 to 17-20 for that specific attack, applied after all magical and class affects that alter crit ranges.) As well as a +4 to attack rolls to confirm critical hits. If you manage to deal a critical when striking with a called shot to the head, the opponent is dazed for 1 round.

A called shot to the chest deals damage as normal with an additional 4D6 precision based damage. This damage does not stack with any other forms of precision based damage such as dealt from sneak attacks or sudden strikes.

A called shot to the abdomen deals damage as normal, but the target is sickened for three round. Multiple called shots to the abdomen do not extend the duration of the sickened state.

A called shot to the back deals damage as normal with an additional 5D6 precision based damage. This damage does not stack with any other forms of precision based damage such as dealt from sneak attacks or sudden strikes.

Normal
A character's called shot feats function as described normally without additional effects.

Special
A fighter may select Called Shot, Masterful as one of his fighter bonus feats.



Note: Any creatures that ignore precision based damage or do not suffer critical hits (Undead, constructs, etc) are immune to any effects caused by making a called shot.
Tinari

06-30-07, 01:15 AM
Well, with 20 views and no comments, I guess that's a good thing.

The entire reason I posted this was with the mild frustration with most called shot threads popping up being pretty bad or just plain out broken.

Just something that seemed to make more sense, take more than a single feat, and work off the concept of called shots being precision based. :P
TheCanadian

06-30-07, 01:29 AM
I read through your feats and I have to say that they're actually not too bad. A player of mine has been bugging me about called shots, trying to develop a system he can use.

This system is actually something that I might consider letting in my game, which is saying a lot because I absolutely hate, loathe and dispise called shot.

Good work!
Willie the Duck

06-30-07, 01:47 AM
On a most intrinsic level, I am perturbed by the fact that D&D 3.0/3.5 lovingly included all 'called-shot' rules into the rules for attacking weapons (sunder/disarm), vital organs (critical hits), or territory (bull rush), and you chose to ignore it.

On a balance level, none of your changes are worth more than a feat, making them OK.

On a logisitic level, how does your opponant being good at hitting non-torso targents make him immune to your dexterity bonus in combat? WTF?
Tinari

06-30-07, 01:56 AM
On a most intrinsic level, I am perturbed by the fact that D&D 3.0/3.5 lovingly included all 'called-shot' rules into the rules for attacking weapons (sunder/disarm), vital organs (critical hits), or territory (bull rush), and you chose to ignore it.

On a logisitic level, how does your opponant being good at hitting non-torso targents make him immune to your dexterity bonus in combat? WTF?

On A: I haven't chosen to ignore it, as I specifically state that it doesn't stack with existing precision based damage. Sneak attack and power attack are hitting specific places to deal more damage. This one is hitting specific points to deliver debilitating status to the enemy.

With the exception of ones that deal extra dice of damage. But you're still taking a penalty to hit, and gaining a variable amount of damage. It's like a variant power attack that takes two feats to get and gives as large a bonus to a one hander as a two hander.

On B: What? Uhm, can you please quote the part of my post in question that you have a qualm with so that I can look over it again, see the lunacy within and edit it so I no longer appear like a total fool? (Moreso than usual, that is. :D)

This system is actually something that I might consider letting in my game, which is saying a lot because I absolutely hate, loathe and dispise called shot.

Good work!

Well, that certainly made my day.
stoicfaux

06-30-07, 12:22 PM
Normal
A character may not execute called shots.



Why not? If you follow the paradigm for the trip, sunder, and other pre-existing called shots, then anyone should be able to make a called shot but they provoke an AOO in doing so.

The Improved XX Called Shot feats should eliminate the AOO, and provide a small bonus.
Tinari

06-30-07, 04:35 PM
Why not? If you follow the paradigm for the trip, sunder, and other pre-existing called shots, then anyone should be able to make a called shot but they provoke an AOO in doing so.

The Improved XX Called Shot feats should eliminate the AOO, and provide a small bonus.

Edited to say "Normal: A character may not execute called shots as described via the called shot feat chains."

Why does everyone have to be so ****-retentive about the games pre-existing "called shots" such as sunder, trip and sneak attack and the like? As I said, I'm not ignoring them. I'm adding in another layer to the system that allows people to perform different kinds of called shots, and directly calling it "called shot" as opposed to a different name.

I've stated it in what I figured would be clear enough terms that if you're flanking someone and you're a rogue who has invested in the "called shots" feat chain I presented here, you can either perform a sneak attack (called shot, vitals) or a called shot to the arms, legs, back or head. You can't do both, because a called shot to the arm won't let you ALSO called shot to the vitals (sneak attack).
MerlintheTuna

06-30-07, 07:34 PM
You have written three feats here. When copy+pasted into MS Word, the description of these three feats takes up almost three pages. This is a sign of poorly written feats.
Elemmakil

07-01-07, 01:32 AM
I'm fine with the basic and advanced versions, except for this:
A called shot to the head deals damage as normal, but increases your crit range for the specific attack by 1 (From 19-20 to 18-20 for that specific attack, applied after all magical and class affects.) As well as a +2 to attack rolls to confirm criticals. If you manage to deal a critical when striking with a called shot to the head, the opponent is dazed for 1 round. The daze effect of a called shot to the head can only affect a target once every other round.With a scythe or similar weapon (i.e. one with a x4 crit mod), this effect is debatably broken. It essentially increases the amount of damage that you do by (on average) a factor of 0.15. You'd need to deal 53.33... damage per hit to make this an even trade with power attack. At high levels, you should do way better than that, particularly because the effects stack (exponentially, moreover) with PA. The dazing effect is just gravy.

By the way, I like the idea of the called shot to the torso/back, although I feel that the implementation might be a bit lacking.

Unfortunately, the latter feat is quite overpowered.A Called Shot, Masterful to the head deals damage as normal, but increases your crit range for the specific attack by 2 (From 19-20 to 17-20 for that specific attack, applied after all magical and class affects that alter crit ranges.) As well as a +4 to attack rolls to confirm critical hits. If you manage to deal a critical when striking with a called shot to the head, the opponent is dazed for 1 round.

A called shot to the chest deals damage as normal with an additional 4D6 precision based damage. This damage does not stack with any other forms of precision based damage such as dealt from sneak attacks or sudden strikes.

...

A called shot to the back deals damage as normal with an additional 5D6 precision based damage. This damage does not stack with any other forms of precision based damage such as dealt from sneak attacks or sudden strikes.So, a called shot on the chest is like power attacking for 4 and getting +4d6 damage (which is only somewhat circumstantial). This is 14 damage on average, compared to the 8 that power attack would give you with a two-handed weapon. Because this, unlike power attack, works nicely with a two-handed weapon I'm afraid that I must call broken. 5d6 bonus damage that is effectively free whenever you could sneak attack (more or less, for just 3 feats) encroaches on the rogue's territory way too much.

My biggest concern here is with called shots to the head. -4 to hit (unless you flank, at which point it is free) increases damage output by 30%. This evens out with power attack at 26.66... damage per attack, which is pathetic at higher levels (you should get several times that). Furthermore, this version is way better than power attack when you could flank, or use something other than a two-handed weapon. The 2WF utilities are obvious, although perhaps deceptively good: I'd go with 4d6 precision damage with 2WF, except perhaps at very high levels with a very specific build.

I have a few concerns over the non-damaging versions, but I'll hold off for now, in part because the decision is almost a matter of taste. In essence, these would allow fighters to compete with casters for effective and relatively foolproof debuffs, and I'm not sure how I feel about such a major change to game mechanics.

For what it's worth, the arguments that sunder and trip are called shots doesn't hold much water with me. I don't really care; you can reflavour a normal attack as a called shot if you want. Attacking an item is inherently different from attacking a person, and trip is one, specific type of called shot, if even that. However, I think that Power Attack fills the "hit less often but more effectively" niche quite well, and it can suffice for called shots to the torso or head quite well. Additionally, it makes sense on creatures with bizarre anatomies (or even pretty much any non-humanoid), whereas these feats don't. Also, it is difficult to balance a parallel mechanic that is very similar to Power Attack.

-Elemmakil
Tinari

07-01-07, 09:08 AM
Insightful response. -Elemmakil

Thank you. I thought this up and did a little mental juggling with stats for about 15 minutes while writing it up. You've certainly made me rethink it a bit. The torso and abdomen are what they are primarily because hitting someone in the proper place in the chest mostly causes fairly serious injuries. The abdomen causes a shortness of breath, which I tried to simulate with a sickened effect.

As for to the head, how about moving it out of "advanced" and making it a "masterful" only, giving it only the advanced benifit (+1 to the crit rate of a weapon and let's say +2 to confirm a critical hit) with a -12 to hit, -6 if you are flanking or have the enemy flat footed.

I may well scrap the idea entirely, as combining that with crit range enhancements and a 4x crit could be a bit overpowered, but letting someone burn three of seven feats to achieve "overpowered" status doesn't seem like a bad trade-off.

Thank you for the reply, certainly.
Argetlam15

07-01-07, 09:44 AM
Tinari, you just made a featchain that implements Called Shot perfectly into a game. I feel, unlike some other posters, that this feat is balanced by a two things:

1: It demands both high int and dex to work, which isn't always the favored stats of the ones who'd have any use for these feats

2: Fighting characters are crap from level 10-12 and onwards... This gives them back some power at higher levels (the last feat in the chain, that is). And I'd definately not complain that it gives more power than power Attack... Powerattack is a feat you can take first level with almost no prereqs, while the most powerful of these feats can only be taken at 15th level, and only by some characters who has given up other stats to get these feats...

/start incoherrent writing
And as for constructive criticism, I'd say it's a bit harder to hit the head, the feet or the arms (specially the shield-arm) than it is to hit the abdomen and the chest... So I think you should balance the feat off that, so that you get better effects from hitting arms, feet and head, with a higher minus to attackroll, while getting lesser bonuses from hitting chest and abdomen...

I'd say -4 for hitting chest or abdomen, -6 or -8 for hitting feet and arms, and -8 or -10 for hitting the head, (or perhaps -6 for hitting the feet, -8 for hitting the arms and -10 for hitting the head) and then balance the feat from those numbers.

I also think everyone should have the possibility of making called shots, but it should be at great penalties, (as in for instance -6 for chest or abdomen, -10 for hitting feet, -12 for arms and -16 for hitting the head). Yeah, I'm making up huge numbers, but have you ever tried hitting someones head at a vital spot when they have a helmet on? It's hard... And then the first feat should reduce the penalties by two and negate AoO, the next should reduce by two for everything but chest or abdomen, and the last should reduce by two for hitting the head.

These feats would also need some more oomph to them, like extra bonuses or something, and you also have to balance each place to hit accoring to the penalty you take to hit.

/end incoherrent writing

This was just loads of brainstorming from a sleepy me xD
Take what you want and **** upon the rest:P
I'm sorry for the incoherrentness of this, but I'm tired and had loads of ideas on my mind, so I just typed down everything, and now you can use whatever you feel is useful :)