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| Salken Silverwing10-07-07, 04:58 PM | There comes a time in every armchair designer's life when he or she feels the call of the called shot. Here's my rough version. I would love helpful, friendly feedback, and am happy to reciprocate. I know lots of other folks have attempted this, so don't point me to other's versions unless I'm meant to take something valuable away from it. This is just my take on those rules. So, here it is, in it's unpolished form. Also, suggestions on wording rules info would also be highly appreciated! :cool: d20 Specific Damage and Called Shots (Optional Combat Rules) Note: These rules are not meant to be overtly realistic, but are instead meant to add another layer of tactics and complexity to d20 combat. Basic Rule: Use of these optional rules assumes that all basic damage done by weapons’ damage dice are reduced by one category, (d4 to d3, d6 to d4, d8 to d6, d10 to d8, d12 to d10, 2d6 to d12 etc.) to balance out the added damaging effects of attacks on various parts of a target’s body. This means that all ability score-based damage is unchanged, as are the bonuses from enhancement and enchantment effects. Normal Attack Percent Chance Chart: Head: 1-3% (-2 on listen, search, spot, and all charisma-based skills until healed. If head is covered, charisma penalty is negated. Chance to score a critical his is increased by 3.) Neck: 4-6% (Chance to score a critical hit is increased by 3 and damage is increase by +x1.) Left Arm: 7-17% (Shield or weapon carried in left hand is reduced in attack or armor bonus by -2. Dexterity-based skills using the left arm also suffer -2.) Right Arm: 18-28% (Shield or weapon carried in right hand is reduced in attack or armor bonus by -2. Dexterity-based skills using the right arm also suffer -2.) Left Hand: 29-32% (Shield, weapon or other item carried in left hand is dropped, and any weapon or dexterity-based skill used in this hand after damage is dealt suffers a -4 penalty.) Right Hand: 33-36% (Shield, weapon or other item carried in right hand is dropped, and any weapon used in this hand after damage is dealt suffers a -3 penalty.) Core: 37-70% (+2 to damage. If a called shot is scored on this area, the damage is increased to +6 instead of doubled. It is not included in the damage multiplied for a critical hit.) Right Leg: 71-81% (Speed reduced by 10 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -2 penalty.) Left Leg: 82-92% (Speed reduced by 10 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -2 penalty.) Right Foot: 93-96% (Speed reduced by 15 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -4 penalty.) Left Foot: 97-100% (Speed reduced by 15 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -4 penalty.) Called Shots: Called shots require the attacker to subtract a number from his base attack bonus for every 10% he wishes to add to the chance of hitting the selected area. The number subtracted from the attacker’s roll cannot exceed his BAB. If the attack hits the selected area, the numeric effect of that area’s special damage is doubled. Alternatively, a character with a BAB of 0 may subtract a universal point of 1 from his attack roll to gain a +5% chance to score a called shot on a target. This option is not available to characters with a BAB of 1 or more, and the numeric effects of the area’s special damage are not doubled. And there you have it! ;) |
| ShadowF10-08-07, 12:21 PM | No, 2ed has better system. |
| ShadowF10-08-07, 12:26 PM | Called Shot Rules: The “Numbed” and “Useless” Numbers: Calculate 25% (one-fourth) of starting hit point total roundup. On your character sheet, write down “Numbed’ and that number. If the result was 0, write down 1 instead. Then, calculate 50% of your character’s hit point total round up.As before write down “Useless” and that number. If the result was 1, write down 2 instead. Whenever you go up a level and gain new hit points, recalculate the numbers Body Locations: If you take a Called Shot, you can make your strike at any one of six other Body Locations The Locations Head: Must be hit with a Called Shot at an additional -4 to hit. Arms(2): One right, one left. Must be hit with a Called Shot. Legs (2): One right, one left. Must be hit with a Called Shot. Stun-Points: This rather broad category includes the solar plexus and other nerve centers which, when struck, tend to cause the victim a lot of pain. Stun-Points must be hit with a Called Shot at an additional -4 to hit. General Effects of Called Shots If the attack’s damage equalled or exceeded the victim’s “Numbed” number in a single blow, then that location is Numbed. It is useless for the rest of this combat round. Specific Effects on Stun Points: Numbed stunned for 1 round, Useless stunned for 1d4+1 rounds. Specific Effects of Called Shots Head: When a character a Numbed or Useless result to his head, one of the following effects can take place. Random-roll on 1d6, or just choose the one that may be more appropriate. (1) Blindness: The character is blinded (from the pain, not injury to his eyes) until the Numbness or Uselessness ends. When a character is blind but still trying to defend himself, anyone attacking him gets a bonus of +4 to hit. (If, for some reason, he is also kneeling, sitting or flat on his back, the bonuses to hit are cumulative). (2) Deafness:, The character hears ringing in his ears until the Numbness or Uselessness ends. The character suffers no combat penalty, but cannot hear orders or warnings shouted at him. (3) Dizziness: The character is concussed and dizzy. He performs any Dexterity ability rolls with a penalty of -4 until the Numbness or Uselessness ends. Character must make a Dex Check to avoid falling down. (4) Knocked Down: Head is not injured or numbed just knocked Prone. (5) Blindeness and Deafness. (6) Dizziness and Prone. Record These Injuries Don’t record the damage separately. Record these Injuries Don’t record the damage separately: All the hit-point losses are applied against the character’s normal pool of hit points just as before. On the Combat Sheet you’ll want to record any special combat results and how long they’re in effect. For example: “Right arm useless until combat over.” Individual Injuries and Healing Magic When a character who has taken a Useless result is healed before the area recovers naturally, then the healing magic is presumed to heal the injured region first. If the magic heals one-fourth of the character’s hit points, the Useless body part is working fine again. |
| Salken Silverwing10-09-07, 12:35 AM | Interesting. Is that directly out of the 2nd ed book? Or is it an adaptation? |
| ShadowF10-09-07, 06:39 AM | Paraphrased, but it is AD&D ruling. |
| ShadowF10-09-07, 06:42 AM | Complete Fighter's Handbook it may be in the PHB as well. |
| Cantankerous10-09-07, 08:24 AM | So, what we now have is the newest way to break the game easily. Our character has a magic item commissioned for his use. It requires that a new spell be created, but hey, no biggie. The spell seems to be a limited version of True Strike, call it Strike to the Throat; it only gives a +9 to hit instead of +20, but does it for 1 round instead of just on the next attack. Once this is accomplished, and on the surface it works as an alternate to True Strike, the game is broken in basis. The next part is easier and totally within the rule set. It is the creation of a scimitar with a +1 bonus and the above mentioned spell permanently emplaced on it. We now have the dagger "Throatseeker", with a base value of 10,000gp which allows our intrepid user to crit on a 15-20 and do 3d4+whatever of damage when he does so...which will be 30% of the time without ANY reduction to base ability whatsoever. So, our 8th level warrior will be criting 2 rounds out of every three if he's full attacking. Now make this guy an 8th level Swashbuckler and things really start getting silly. But you don't even need the cheats. Just simply a nice high final attack value makes the person too capable. First attack against someone with a high mobility you leg shot them and it's basically over right then and there. Second attack you get the weapon arm. Now he's disarmed (automatically... no fuss, no muss, no need for any feats or anything else) AND moving at half speed. Hey, can we say fight over? A halfling Swahbuckler*8 v a Hill Giant, one on one, with the halfling getting the initiative places a EL*5 "party of 1" against a CR*7 encounter. If our quick little halfling gets the initiative it's over before it really begins as he's going to slow the giant to the point that he can outrun it and disarm the bugger all in the same round. As well as likely inflicting an at least decent amount of damage to it. This is NOT optimal. Likewise a Hill Giant doing this to the halfling.... even if our halfling is fairly high level, say around 12th, and thus an "EL*9 party" in his own right. The CR*7 giant should be a fairly simple encounter...except: Say he has a AC*22. Fairly decent, yes? The Hill Giant assigns, let's say, an extra -8 in hitting the leg with his first attack. He'll need a 14 to do so. If he does our halfling has his mobility go totally out the window and his movement is now 5' per round. Our Giant misses the first time and tries again with his second attack. Since his chance of success with this is 35% Mr Halfling is in serious trouble, as once he is succesful just once, he can simply withdraw as an action and thence pelt our halfling with big bloody stones to his hearts content. The halfling isn't going anywhere. Thrud can takes his time now and have fun. This variant looks interesting on the surface but ONLY on the surface. It makes for too many headaches...especially when the NPC's starts doing it to the PCs. Isshia |
| Ardan The Avenger10-09-07, 09:05 AM | Called Shot Rules: The “Numbed” and “Useless” Numbers: [snip] Ahhh, the classics... |
| Ra-Tiel10-09-07, 06:16 PM | I basically agree with Cantankerous's analysis. It gives gish builds (or any character with a decent BAB and the ability to cast true strike) a serious boost. Using a lesser metamagic rod of quicken spell and true strike gives a 100% chance to hit the intended location as well as a 10 point power attack for one attack. Although the actual penalties are perhaps the most sane ones I've seen so far (and are far from those wacky self-hits, insta-deaths, and dismemberments some other people define as "fun" or "realistic"), the implementation is cumbersome. Not only does the mechanic basically screm "break me", but also the % thing is unwieldy for a d20 game imho. |
| Salken Silverwing10-09-07, 07:13 PM | Interesting.As you can see my d20 design us rusty at best. Thanks for the good suggestions, and... not so much to those of you who feel the need for sarcasm and triteness. Anyway, I've learned my lesson. |
| Cantankerous10-10-07, 11:07 AM | Salken, I wasn't trying for sarcasm or triteness... I simply didn't want to sugar coat it either. Often times a sugar coating lulls the reader in to the sense of "well, it's ok, it just needs polish", where as this is just broken AT THIS POINT and I wanted to make sure that I was clear on that and why. Isshia |
| ShadowF10-13-07, 03:39 AM | So, what we now have is the newest way to break the game easily. Our character has a magic item commissioned for his use. It requires that a new spell be created, but hey, no biggie. The spell seems to be a limited version of True Strike, call it Strike to the Throat; it only gives a +9 to hit instead of +20, but does it for 1 round instead of just on the next attack. Once this is accomplished, and on the surface it works as an alternate to True Strike, the game is broken in basis. The next part is easier and totally within the rule set. It is the creation of a scimitar with a +1 bonus and the above mentioned spell permanently emplaced on it. We now have the dagger "Throatseeker", with a base value of 10,000gp which allows our intrepid user to crit on a 15-20 and do 3d4+whatever of damage when he does so...which will be 30% of the time without ANY reduction to base ability whatsoever. So, our 8th level warrior will be criting 2 rounds out of every three if he's full attacking. Now make this guy an 8th level Swashbuckler and things really start getting silly. But you don't even need the cheats. Just simply a nice high final attack value makes the person too capable. First attack against someone with a high mobility you leg shot them and it's basically over right then and there. Second attack you get the weapon arm. Now he's disarmed (automatically... no fuss, no muss, no need for any feats or anything else) AND moving at half speed. Hey, can we say fight over? A halfling Swahbuckler*8 v a Hill Giant, one on one, with the halfling getting the initiative places a EL*5 "party of 1" against a CR*7 encounter. If our quick little halfling gets the initiative it's over before it really begins as he's going to slow the giant to the point that he can outrun it and disarm the bugger all in the same round. As well as likely inflicting an at least decent amount of damage to it. This is NOT optimal. Likewise a Hill Giant doing this to the halfling.... even if our halfling is fairly high level, say around 12th, and thus an "EL*9 party" in his own right. The CR*7 giant should be a fairly simple encounter...except: Say he has a AC*22. Fairly decent, yes? The Hill Giant assigns, let's say, an extra -8 in hitting the leg with his first attack. He'll need a 14 to do so. If he does our halfling has his mobility go totally out the window and his movement is now 5' per round. Our Giant misses the first time and tries again with his second attack. Since his chance of success with this is 35% Mr Halfling is in serious trouble, as once he is succesful just once, he can simply withdraw as an action and thence pelt our halfling with big bloody stones to his hearts content. The halfling isn't going anywhere. Thrud can takes his time now and have fun. This variant looks interesting on the surface but ONLY on the surface. It makes for too many headaches...especially when the NPC's starts doing it to the PCs. Isshia I think you need to get back on the short bus, if you think I don't know the pitfalls of the 2ed Call Shot system in 3x. Firstly you wouldn't have a clue what I throw at my PC's in order to have this house rule, so thanks for wasting space on the forum. Secondly if your great tactic is to use a Wand of Call Shot then thats pretty sad on your part. It's also pathetic that you like to look at Team groups and only single out one team member and forget about the cleric to heal the damage or that you still follow that wimpy one monster CR to beat them all. Thirdly Call Shots has no effect to the same monster types in critical hits. Fourthly I would have a hay day against you if you'd think PA is useful against half my builds, True Strike only adds to the enjoyment of PK. |
| Ra-Tiel10-13-07, 04:11 AM | Now, there's no need to be snide. :shifty: Generally speaking, you do realize that a damage abstraction mechanic like HP just doesn't work with hit location, don't you? One character can survive taking 40 damage to the head, while another one dies from 5 damage to the leg. It just adds another layer of math and die rolling while doing zero for the actual gaming experience or promoting "realism". Anyways, what "you do throw at your PCs" is irrelevant. "Chance favors the underdog", which in DnD are always the monsters (who aren't expected to survive the encounter anyways). So you basically have two possible outcomes: either you throw so many/strong encounters at your players that the mechanic becomes a balancing problem, or the mechanic's consequences/implementation are so weak that they have no visible impact on the game and are only wasting time and energy. Finally, your ruling regarding blindness and deafness are incorrect and contradict the rules. There already are consequences for being blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) or deafened (http://www.d20srd.org/srd/conditionSummary.htm#deafened). There's no need to redefine those conditions. If you find that you do need to redefine those conditions, then you admit that your mechanic is too abusable within the normal set of rules. |
| ShadowF10-13-07, 04:58 AM | Now, there's no need to be snide. :shifty: Generally speaking, you do realize that a damage abstraction mechanic like HP just doesn't work with hit location, don't you? One character can survive taking 40 damage to the head, while another one dies from 5 damage to the leg. It just adds another layer of math and die rolling while doing zero for the actual gaming experience or promoting "realism". Anyways, what "you do throw at your PCs" is irrelevant. "Chance favors the underdog", which in DnD are always the monsters (who aren't expected to survive the encounter anyways). So you basically have two possible outcomes: either you throw so many/strong encounters at your players that the mechanic becomes a balancing problem, or the mechanic's consequences/implementation are so weak that they have no visible impact on the game and are only wasting time and energy. Finally, your ruling regarding blindness and deafness are incorrect and contradict the rules. There already are consequences for being blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) or deafened (http://www.d20srd.org/srd/conditionSummary.htm#deafened). There's no need to redefine those conditions. If you find that you do need to redefine those conditions, then you admit that your mechanic is too abusable within the normal set of rules. First of all How does a 65 Hp monster die from a 5hp blow if your looking at low level monsters than why would you call a Called Shot to the leg. Its futile I am amazed you brought that point up. If a 65hp monster has taken enough damage and the final 5hp damage was propably the last straw for the monster and collapsed after taken a hit to a major artiry. Second Im using a battlefield action making the combat faster for PCs to go through. So it is not a high number of Strong encounters and the mechanics do take visual effect when implemented. Third blind and defeness was taken from 2ed, I have no problems with th 3x rulings for these situations. |
| Holy_Beholder10-14-07, 07:59 PM | Called Shots: Called shots require the attacker to subtract a number from his base attack bonus for every 10% he wishes to add to the chance of hitting the selected area. The number subtracted from the attacker’s roll cannot exceed his BAB. If the attack hits the selected area, the numeric effect of that area’s special damage is doubled. Maybe 5%, not 10, and some of the penalties need to be either less severe or only last for a certain number of rounds. In the case of the second, it could have to do with how much damage is done, and the level of the attacker. So if you get up to their level, it lasts for one round, from 1-2 times their level 2 rounds, 2-4 3 rounds, 4-8 4 rounds, etc. In the case of foot hits, thats plenty of time to run in most cases. |
| Cantankerous10-18-07, 07:44 AM | I think you need to get back on the short bus, if you think I don't know the pitfalls of the 2ed Call Shot system in 3x. Firstly you wouldn't have a clue what I throw at my PC's in order to have this house rule, so thanks for wasting space on the forum. Secondly if your great tactic is to use a Wand of Call Shot then thats pretty sad on your part. It's also pathetic that you like to look at Team groups and only single out one team member and forget about the cleric to heal the damage or that you still follow that wimpy one monster CR to beat them all. Thirdly Call Shots has no effect to the same monster types in critical hits. Fourthly I would have a hay day against you if you'd think PA is useful against half my builds, True Strike only adds to the enjoyment of PK. You're not not really capable of logical discourse are you? That's ok. I'm sure that you have other sterling qualities. It might behoove you to remember which edition of the game is being discussed though before throwing out your ill considered comments about the short bus though. You might just tend to look ludicrous otherwise. ;) Isshia |
| ShadowF10-18-07, 02:25 PM | 1) You're not not really capable of logical discourse are you? That's ok. I'm sure that you have other sterling qualities. 2) It might behoove you to remember which edition of the game is being discussed though before throwing out your ill considered comments about the short bus though. You might just tend to look ludicrous otherwise. ;) Isshia 1) Thank you for the double negative complament :P 2) If you looked at the past comments before posting you would have realized I mentioned it was AD&D which ment it needed to be tweeked. So I may have been wrong about the short bus maybe should have given you a hooked on phonics website. No, both should have been given. |
| Ra-Tiel10-18-07, 03:57 PM | First of all How does a 65 Hp monster die from a 5hp blow if your looking at low level monsters than why would you call a Called Shot to the leg. You didn't understand. I was not talking about the same type of monster. Some very easy examples: a huge dragon can take a 40 damage hit to the head likely without problems, while a 1st level wizard dies from 5 damage to the leg. No creature/character has its level or HP written on its forehead, so the "why would you make a called shot to the X on a monster of CR Y" sounds pretty desperate. Second Im using a battlefield action making the combat faster for PCs to go through. So it is not a high number of Strong encounters and the mechanics do take visual effect when implemented. Again you misunderstood my post. I was not using an "AND" relationship, but rather an "OR". Strong encounters are bad because they can easily break the percentile conditions for inflicting the numbed or useless conditions with their attacks, while many encounters (or encounters with lots of creatures) are bad because the PCs are subject to quite a lot of attacks already and introducing hit location mechanics just aggravates the situation for them. Third blind and defeness was taken from 2ed, I have no problems with th 3x rulings for these situations. Well, I always assumed that one would make himself familiar with the current rules set's basic mechanics and definitions before applying (unnecessary?) house rules to them. Sorry, my bad. |
| ShadowF10-18-07, 04:12 PM | 1) You didn't understand. I was not talking about the same type of monster. Some very easy examples: a huge dragon can take a 40 damage hit to the head likely without problems, while a 1st level wizard dies from 5 damage to the leg. No creature/character has its level or HP written on its forehead, so the "why would you make a called shot to the X on a monster of CR Y" sounds pretty desperate. 2) Again you misunderstood my post. I was not using an "AND" relationship, but rather an "OR". Strong encounters are bad because they can easily break the percentile conditions for inflicting the numbed or useless conditions with their attacks, while many encounters (or encounters with lots of creatures) are bad because the PCs are subject to quite a lot of attacks already and introducing hit location mechanics just aggravates the situation for them. 3) Well, I always assumed that one would make himself familiar with the current rules set's basic mechanics and definitions before applying (unnecessary?) house rules to them. Sorry, my bad. 1) you miss understood my post. I knew you were talking about other creatures. Most players understand and can figure out roughly what another creatures HP is at lower levels 2) You miss understood that post as well I was taking a short cut to explain both but I can see how you misunderstood. 3) I indicated that the ruling was paraphrased from 2ed. I assumed you could read. Sorry, my bad. |
| Ra-Tiel10-19-07, 01:24 AM | 1) you miss understood my post. I knew you were talking about other creatures. Most players understand and can figure out roughly what another creatures HP is at lower levels And how so? Afaik, DnD is not WoW where mobs are color-coded for the player's convenience. :thinks: A level 1 warrior orc will look exactly the same as a level 20 warblade orc. There is no possible way of characters knowing the strength of humanoid creatures in game without trying first. Therefore you are basing your whole balancing on pure metagaming aspects, which is IMHO a bad thing. You should rather assume that players are going to try to use mechanics that give them even the most minor advantage every single possible time. 2) You miss understood that post as well I was taking a short cut to explain both but I can see how you misunderstood. It's not like we weren't allowed to use more than 100 words per post or anything. ;) 3) I indicated that the ruling was paraphrased from 2ed. I assumed you could read. Sorry, my bad. Well, then you should stop using invisible forum ink, because your post did NOT mention 2ed in any single way. Just to be sure we are talking about the same post: Called Shot Rules: The “Numbed” and “Useless” Numbers: Calculate 25% (one-fourth) of starting hit point total roundup. On your character sheet, write down “Numbed’ and that number. If the result was 0, write down 1 instead. Then, calculate 50% of your character’s hit point total round up.As before write down “Useless” and that number. If the result was 1, write down 2 instead. Whenever you go up a level and gain new hit points, recalculate the numbers Body Locations: If you take a Called Shot, you can make your strike at any one of six other Body Locations The Locations Head: Must be hit with a Called Shot at an additional -4 to hit. Arms(2): One right, one left. Must be hit with a Called Shot. Legs (2): One right, one left. Must be hit with a Called Shot. Stun-Points: This rather broad category includes the solar plexus and other nerve centers which, when struck, tend to cause the victim a lot of pain. Stun-Points must be hit with a Called Shot at an additional -4 to hit. General Effects of Called Shots If the attack’s damage equalled or exceeded the victim’s “Numbed” number in a single blow, then that location is Numbed. It is useless for the rest of this combat round. Specific Effects on Stun Points: Numbed stunned for 1 round, Useless stunned for 1d4+1 rounds. Specific Effects of Called Shots Head: When a character a Numbed or Useless result to his head, one of the following effects can take place. Random-roll on 1d6, or just choose the one that may be more appropriate. (1) Blindness: The character is blinded (from the pain, not injury to his eyes) until the Numbness or Uselessness ends. When a character is blind but still trying to defend himself, anyone attacking him gets a bonus of +4 to hit. (If, for some reason, he is also kneeling, sitting or flat on his back, the bonuses to hit are cumulative). (2) Deafness:, The character hears ringing in his ears until the Numbness or Uselessness ends. The character suffers no combat penalty, but cannot hear orders or warnings shouted at him. (3) Dizziness: The character is concussed and dizzy. He performs any Dexterity ability rolls with a penalty of -4 until the Numbness or Uselessness ends. Character must make a Dex Check to avoid falling down. (4) Knocked Down: Head is not injured or numbed just knocked Prone. (5) Blindeness and Deafness. (6) Dizziness and Prone. Record These Injuries Don’t record the damage separately. Record these Injuries Don’t record the damage separately: All the hit-point losses are applied against the character’s normal pool of hit points just as before. On the Combat Sheet you’ll want to record any special combat results and how long they’re in effect. For example: “Right arm useless until combat over.” Individual Injuries and Healing Magic When a character who has taken a Useless result is healed before the area recovers naturally, then the healing magic is presumed to heal the injured region first. If the magic heals one-fourth of the character’s hit points, the Useless body part is working fine again. Anyway, my point still stands. Why did you "paraphrase" conditions from 2ed, when there were perfectly valid mechanics for these conditions in 3ed already? |
| Greco10-19-07, 02:37 AM | Well, then you should stop using invisible forum ink, because your post did NOT mention 2ed in any single way. Just to be sure we are talking about the same post: How about puting a stop to the Trolling on the Forums. ShadowF clearly stated after the post it was AD&D from the Fighters hand book which is the Complete fighters handbook for 2ed. He clearly stated that the AD&D had a better system before the post and posted those rules. Did any one bother to ask why it was better or ask for his adoptations clearly no, so stop :censored: all three of you. |
| Wyrmwood10-19-07, 03:24 PM | There comes a time in every armchair designer's life when he or she feels the call of the called shot. Here's my rough version. I would love helpful, friendly feedback, and am happy to reciprocate. I know lots of other folks have attempted this, so don't point me to other's versions unless I'm meant to take something valuable away from it. This is just my take on those rules. So, here it is, in it's unpolished form. Also, suggestions on wording rules info would also be highly appreciated! :cool: d20 Specific Damage and Called Shots (Optional Combat Rules) Note: These rules are not meant to be overtly realistic, but are instead meant to add another layer of tactics and complexity to d20 combat. Basic Rule: Use of these optional rules assumes that all basic damage done by weapons’ damage dice are reduced by one category, (d4 to d3, d6 to d4, d8 to d6, d10 to d8, d12 to d10, 2d6 to d12 etc.) to balance out the added damaging effects of attacks on various parts of a target’s body. This means that all ability score-based damage is unchanged, as are the bonuses from enhancement and enchantment effects. Normal Attack Percent Chance Chart: Head: 1-3% (-2 on listen, search, spot, and all charisma-based skills until healed. If head is covered, charisma penalty is negated. Chance to score a critical his is increased by 3.) Neck: 4-6% (Chance to score a critical hit is increased by 3 and damage is increase by +x1.) Left Arm: 7-17% (Shield or weapon carried in left hand is reduced in attack or armor bonus by -2. Dexterity-based skills using the left arm also suffer -2.) Right Arm: 18-28% (Shield or weapon carried in right hand is reduced in attack or armor bonus by -2. Dexterity-based skills using the right arm also suffer -2.) Left Hand: 29-32% (Shield, weapon or other item carried in left hand is dropped, and any weapon or dexterity-based skill used in this hand after damage is dealt suffers a -4 penalty.) Right Hand: 33-36% (Shield, weapon or other item carried in right hand is dropped, and any weapon used in this hand after damage is dealt suffers a -3 penalty.) Core: 37-70% (+2 to damage. If a called shot is scored on this area, the damage is increased to +6 instead of doubled. It is not included in the damage multiplied for a critical hit.) Right Leg: 71-81% (Speed reduced by 10 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -2 penalty.) Left Leg: 82-92% (Speed reduced by 10 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -2 penalty.) Right Foot: 93-96% (Speed reduced by 15 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -4 penalty.) Left Foot: 97-100% (Speed reduced by 15 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -4 penalty.) Called Shots: Called shots require the attacker to subtract a number from his base attack bonus for every 10% he wishes to add to the chance of hitting the selected area. The number subtracted from the attacker’s roll cannot exceed his BAB. If the attack hits the selected area, the numeric effect of that area’s special damage is doubled. Alternatively, a character with a BAB of 0 may subtract a universal point of 1 from his attack roll to gain a +5% chance to score a called shot on a target. This option is not available to characters with a BAB of 1 or more, and the numeric effects of the area’s special damage are not doubled. And there you have it! ;) This looks interesting. I noticed from reading the sunder rules and the variant on hit location in the DMG (where certain abilities take penalties), there kind of already exists a form of hit location, albeit, not exactly laid out as such. For example, the player target's a location (like "the wizard's hand with the wand in it") and the DM determines the AC based on the opponents touch AC minus the size modifier (-4 or -8 in this case). Results would be in line with the modifier's mentioned in the DMG variant as well as perhaps a Reflex save, 10 + amount rolled over AC to hit, to keep from dropping the wand. Just a thought. I think allowing "DM's discretion" might be less restrictive and add a bit to the randomness of trying new things. |
| Windspear10-19-07, 03:57 PM | There comes a time in every armchair designer's life when he or she feels the call of the called shot. Here's my rough version. I would love helpful, friendly feedback, and am happy to reciprocate. I know lots of other folks have attempted this, so don't point me to other's versions unless I'm meant to take something valuable away from it. This is just my take on those rules. So, here it is, in it's unpolished form. Also, suggestions on wording rules info would also be highly appreciated! :cool: d20 Specific Damage and Called Shots (Optional Combat Rules) Note: These rules are not meant to be overtly realistic, but are instead meant to add another layer of tactics and complexity to d20 combat. Basic Rule: Use of these optional rules assumes that all basic damage done by weapons’ damage dice are reduced by one category, (d4 to d3, d6 to d4, d8 to d6, d10 to d8, d12 to d10, 2d6 to d12 etc.) to balance out the added damaging effects of attacks on various parts of a target’s body. This means that all ability score-based damage is unchanged, as are the bonuses from enhancement and enchantment effects. Normal Attack Percent Chance Chart: Head: 1-3% (-2 on listen, search, spot, and all charisma-based skills until healed. If head is covered, charisma penalty is negated. Chance to score a critical his is increased by 3.) Neck: 4-6% (Chance to score a critical hit is increased by 3 and damage is increase by +x1.) Left Arm: 7-17% (Shield or weapon carried in left hand is reduced in attack or armor bonus by -2. Dexterity-based skills using the left arm also suffer -2.) Right Arm: 18-28% (Shield or weapon carried in right hand is reduced in attack or armor bonus by -2. Dexterity-based skills using the right arm also suffer -2.) Left Hand: 29-32% (Shield, weapon or other item carried in left hand is dropped, and any weapon or dexterity-based skill used in this hand after damage is dealt suffers a -4 penalty.) Right Hand: 33-36% (Shield, weapon or other item carried in right hand is dropped, and any weapon used in this hand after damage is dealt suffers a -3 penalty.) Core: 37-70% (+2 to damage. If a called shot is scored on this area, the damage is increased to +6 instead of doubled. It is not included in the damage multiplied for a critical hit.) Right Leg: 71-81% (Speed reduced by 10 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -2 penalty.) Left Leg: 82-92% (Speed reduced by 10 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -2 penalty.) Right Foot: 93-96% (Speed reduced by 15 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -4 penalty.) Left Foot: 97-100% (Speed reduced by 15 ft./round. Ride, swim, tumble, climb, jump and move silently skills suffer a -4 penalty.) Called Shots: Called shots require the attacker to subtract a number from his base attack bonus for every 10% he wishes to add to the chance of hitting the selected area. The number subtracted from the attacker’s roll cannot exceed his BAB. If the attack hits the selected area, the numeric effect of that area’s special damage is doubled. Alternatively, a character with a BAB of 0 may subtract a universal point of 1 from his attack roll to gain a +5% chance to score a called shot on a target. This option is not available to characters with a BAB of 1 or more, and the numeric effects of the area’s special damage are not doubled. And there you have it! ;) I definatly like it, and I think it truly does add more volume to battles in D&D. Good job! |