| Post/Author/DateTime | Post |
|---|---|
| Mnky03-20-06, 12:18 PM | *************Not for use with standard hp system***************** Yeah, I know there's another called shot take posted yesterday, but this one is simpler, and works with the vitality point system. Any vaguely constructive critisim is welcome. Any time a player is fighting something, he may declare that he is targeting a particular limb, or he may tell the dungeon master that his character always targets a particular limb. Dealing vitality point damage to a limb has no extra effects, as the limb has barely been touched. If you deal wound point damage to a limb however, the person harmed takes a -1/two damage penalty to all checks with that limb, unless healed, and must make a fortitude save of DC 5 + number of wound points lost from the attack or lose the use of the limb concerned for 1d6 turns, (resulting in held weapons being dropped, falling prone, ect) Finally, mabey if a blow is dealt to a limb that reduces the person to 0 wound points, they must make a fortitude save or lose the limb. This provides a potential use for the spell regeneration. Any ideas for how to improve this/a much better system some else has already made? |
| Xeviat-DM03-20-06, 03:53 PM | Ironically, I think that the VP/WP system makes called shots no longer necessary. The simple reason is that a character is fatigued once they take even 1 WP in damage; fatigue in the core rules is a -2 penalty to Str and Dex and cannot charge or run. A -2 penalty to Str and Dex equates to a -1 penalty to hit, reduced carrying capacity (which could reduce your speed (futher)), a -1 penalty to AC and Reflex saves, and a host of skill penalties. In my games, I've extended Fatigue and Exhaustion to be penalties to all ability scores. I only have the con change affect your VP or WP if your current VP/WP would be above your new maximum. This means fatigue/exhaustion actually hurt spellcasters too. In non-VP/WP games, I have called shots call for a penalty to hit and an AoO (AoO can be avoided if you take improved called shot or improved sunder). If the attack is successful, it deals normal damage and provokes a fort save (DC equal to 10 +1/5 damage dealt); a failed fort save gives the character a -2 penalty to certain checks (as seen on the DMG chart "damage to specific areas"). This penalty goes away once the damage from the attack is healed naturally, with a DC 15 heal check, or with 1 point of magical healing. But again, I abandoned called shots once the VP/WP system came along. VP/WP is abstract enough to work with D&D, but is realistic enough to portray injuries. |