| Post/Author/DateTime | Post |
|---|---|
| Lethrin03-07-07, 02:16 AM | So my players wanted a called shot system and I told them it wouldn't work, but that I would try to find an alternative. I decided to make a system based off of critical hits because it wouldn't slow down combat and I don't think it has the problems that regular called shots have. When someone scores a critical hit they can choose a location from the table to inflict the effect. In exchange the critical multiplier is one less so a x2 weapon would deal normal damage and a x3 weapon would deal x2 damage. Here is the table: Legs: -2 to reflex saves and -5ft movement for 1d4 rounds Hands: Disarmed, -2 attack for 1d4 rounds Arms: -2 attack and damage for 1d4 rounds Eyes: Blinded for 1d2 rounds Ears: Deafened for 1d4 rounds So what do you think? I like the basic idea a lot, but I don't really know about the specific balancing. With new feats, the system could also give the "critical hit fighter" some cool new options. |
| CaoSlayer03-07-07, 04:54 AM | Is interesting. I miss a head critical, it would be stun. |
| Lethrin03-07-07, 03:21 PM | Yeah, a head critical would be good, but I think stun might be a little much. How about dazed for 1d2 rounds? |
| CaoSlayer03-08-07, 04:33 AM | if someone bashs or hacks your head you are lucky to be only stunned. You can do that the head only can be hit with a natural 20, like a vorpal sword. |
| Archangel_Tyrael03-08-07, 04:48 AM | Seems like a cool idea, if the DM wants to go through all the work of keeping track of all that. It looks like the PCs get all the benefits and the DM is stuck figuring out who's disarmed this round and who can't hear and who takes a -2. The PCs have to remember that what goes one way goes the other too. They may decide they don't like your system if they keep getting disarmed on critical hits to the hands. |
| Lethrin03-09-07, 12:56 AM | Thanks for the replies! Seems like a cool idea, if the DM wants to go through all the work of keeping track of all that. It looks like the PCs get all the benefits and the DM is stuck figuring out who's disarmed this round and who can't hear and who takes a -2. The PCs have to remember that what goes one way goes the other too. They may decide they don't like your system if they keep getting disarmed on critical hits to the hands. I don't think it will be much more work, because the effects aren't any more cumbersome than spells and will probably happen less often. As for the second part, the PCs don't really like getting critted as it is anyway :) . I have been working on some tweaks to at least get the different locations balanced amongst themselves, and to give them some scalability. First, from what I've read one of the problems with called shots is the idea that you are always looking for an opening, no matter where it is. So I think a character without the feat I made below should have to roll to see where it hits. Oh, and if I wasn't clear before the character can always choose to just deal straight damage. roll 1d6 1. Legs: -4 to reflex saves, -5ft movement for 1+Str mod rounds 2. Hands: Disarmed, -2 attack for 1+Str mod rounds 3. Arms: -2 attack, -4 damage for 1+Str mod rounds 4. Eyes: Blinded for 1+Str mod rounds 5. Ears: Deafened for 1+Str mod rounds 6. Head: Dazed for 1+Str mod rounds A character using Weapon Finesse may use Dex mod instead of Str mod Precise Critical [General, Fighter] You are adept at placing punishing blows right where you want them. Prerequisite: base attack bonus +3 Benefit: After scoring a critical hit and choosing to make a called critical, you may pick the area the critical lands. Normal: A character without this feat choosing to make a called critical must roll 1d6 to determine area hit. Balance notes: First of all, the revisions help make the called criticals more suited for melee characters over casters which is the way it should be. The effects are about as powerful as 2nd level spells I believe (Blindness/Deafness is a 2nd level spell). A Wizard gets 2nd level spells at level 3 and a full BAB class can get the feat at level 3. Without the feat it is a big risk to use the called critical since, for instance, deafness is useless against a melee character. if someone bashs or hacks your head you are lucky to be only stunned. You can do that the head only can be hit with a natural 20, like a vorpal sword. Good point, but I am not sure the best way to implement it with the new revisions. If the head can only be hit on a natural 20 on the confirmation roll, then normally you would be rolling 1d5 for location, which is not very elegant. If head hits don't require a the natural 20 and are treated the same as the other locaions then stunned for 1 round (which is a 2nd level effect, Sound Burst) would be balanced, but then it loses the scalability. What do you think is the best solution? |
| Edymnion03-09-07, 12:39 PM | Honestly, why not make the headshot the "normal" crit? As in, you sacrifice a x1 to get the other effects, or you can forgo those effects and get the traditional x2 with a headshot. And honestly, I wouldn't make it random. If they're going to spend a feat to get it, they should be able to choose where they are hitting. I mean, how is it a called shot if you want to slow them down and you end up wanging them up side the head? |
| Lethrin03-09-07, 01:29 PM | Honestly, why not make the headshot the "normal" crit? As in, you sacrifice a x1 to get the other effects, or you can forgo those effects and get the traditional x2 with a headshot. And honestly, I wouldn't make it random. If they're going to spend a feat to get it, they should be able to choose where they are hitting. I mean, how is it a called shot if you want to slow them down and you end up wanging them up side the head? Sorry, I guess I wasn't clear before. Without the feat you can still do the called critical but you roll for location. This means that most characters without the feat will probably only use it as a risky last resort. With the feat you can choose the location. The head being regular damage is also a possibility, but I was also thinking that regular damage could be like a gut shot or something. And without the head shot then it is back to 1d5 for the random roll, which seems bad. I don't know. |