cheezewizz2000
2010-02-03, 02:21 PM
I am aware of the many, many, MANY threads out there on called shots and the general consensus is that they tend not to work. Just to prove I've done my research:
One (http://www.giantitp.com/forums/showthread.php?t=140469&highlight=called+shot)
Two (http://www.giantitp.com/forums/showthread.php?t=128908&highlight=called+shot)
Three (http://www.giantitp.com/forums/showthread.php?t=122567&highlight=called+shot)
We Don't Need No Called Shots (http://www.seankreynolds.com/rpgfiles/rants/calledshots.html)
The usual argument against them is that the extra risk is not worth the gain, or that it requires you to know what is and isn't armoured, or the gain is worth far more than the risk. So here's my take on the whole thing, in which I hope to produce a system that is simple enough to not require too much extra paperwork, but to provide a way for fighters (of all classes) to induce status effects without TOB. Why without TOB? Because some people don't like it (I do) and also, sometimes you just want to smack a guy over the head for RP reasons, and I think it's nice when mechanics can support RP and vice versa.
So:
Called shots
A called shot is a standard action that provokes an attack of opportunity. To make a called shot declare where you are going to aim for before you roll. Increase the target's size bonus to AC by 2 steps (medium to tiny, large to small etcetera). If you miss, but fall within the target's original AC, resolve the hit as a normal attack.
The target must make a fortitude save with a DC equal to 10+half damage the target takes from that attack (rounded down). The target takes a penalty to the indicated save for 1 round per the attacker's strength bonus (minimum 1). Additional hits do not stack, unless indicated. There may also be additional effects that last for a number of rounds equal to the attacker's strength bonus, unless otherwise indicated:
Head: -2 to will saves. On a second hit to the head the target takes a further -2 to will saves and is dazed for one round. Creatures with multiple heads take no penalties until all heads are targeted. In addition, if the target casts arcane spells, increase their arcane spell failure chance by 10% per hit to a maximum of 20%. This stacks with all other sources of arcane spell failure chance.
Torso: -2 to fortitude saves. On a second hit to the torso the target takes a further -2 to fortitude saves.
Arm: The target takes a -2 on attack rolls made with that arm. If the arm is carrying a shield, the target reduces his shield bonus by 1 as well. In addition, if the target casts arcane spells, increase their arcane spell failure chance by 10% per hit, to a maximum of 20%. This stacks with all other sources of arcane spell failure chance.
Leg: -2 to reflex saves while not flying. On a second hit against the leg, the target takes a further -2 to reflex saves and the target's base land speed and swim speed is reduced by half (round up).
Tentacle: Resolve as arm until half the tentacles are damaged in this way, then resolve as legs. If the creature also has legs, resolve them all as arms.
Wing: Reduce flight mobility by one step, -2 to reflex saves while flying. On a second hit the target takes a further -2 to reflex saves while flying and reduce the target's fly speed by half.
Other changes:
Weapon finesse also allows the attacker to use his dexterity mod in place of his strength mod for determining the duration of status effects when using a finessable weapon.
Improved Called Shot
You are better at targeting specific areas
Benefit: Making a called shot provokes no attacks of opportunity. Increase the target's size bonus to AC by only one step.
Normal: Making a called shot provokes an attack of opportunity. The target's size bonus to AC increases by two steps.
Special: A fighter may select Improved Called Shot as one of his Fighter bonus feats.
Insight bonuses provide an instant flash of inspiration to slip under an oponant's guard at a point when it will matter the most. This, however, is too brief a time to line up a called shot, and so insight bonuses cannot be used with called shots.
Magic is not precise enough for a called shot, and so spells cannot be used to make called shots.
Why this is different:
The save penalties, mainly. No matter what, a penalty to a save is always a good way to contribute. Also, there is no different AC for different body parts. At worst, you need to look at the size-bonus chart, at best, you simply double (or half, in the case of penalties) the target's size bonus to AC twice.
Also, one called shot is not a battle-ender. Two to the arm is probably the most powerful, forcing arcane casters to suffer 1/5 failure chance. A called shot is a standard action, so it cannot be used on a charge, or as part of a trip attempt.
Finally, it cannot be done with spells, rather arbitrarily I'll admit, but casters have ways of putting the hurt on anyway. I've tried to cut out abuse with insight bonuses (mostly true strike), but I can't think of a way to prevent abuse with touch attacks, though granted most of those are executed by casters, or are as part of standard action maneuvres.
Criticisms welcome, including "D&D doesn't need these", just be aware that I'm aware that it doesn't need these. I just really like the idea of them and want to provide a way to use them so that IF they are used, they don't A) ruin the fun, which is what it's all about, and B) break the game (a subset of A).
One (http://www.giantitp.com/forums/showthread.php?t=140469&highlight=called+shot)
Two (http://www.giantitp.com/forums/showthread.php?t=128908&highlight=called+shot)
Three (http://www.giantitp.com/forums/showthread.php?t=122567&highlight=called+shot)
We Don't Need No Called Shots (http://www.seankreynolds.com/rpgfiles/rants/calledshots.html)
The usual argument against them is that the extra risk is not worth the gain, or that it requires you to know what is and isn't armoured, or the gain is worth far more than the risk. So here's my take on the whole thing, in which I hope to produce a system that is simple enough to not require too much extra paperwork, but to provide a way for fighters (of all classes) to induce status effects without TOB. Why without TOB? Because some people don't like it (I do) and also, sometimes you just want to smack a guy over the head for RP reasons, and I think it's nice when mechanics can support RP and vice versa.
So:
Called shots
A called shot is a standard action that provokes an attack of opportunity. To make a called shot declare where you are going to aim for before you roll. Increase the target's size bonus to AC by 2 steps (medium to tiny, large to small etcetera). If you miss, but fall within the target's original AC, resolve the hit as a normal attack.
The target must make a fortitude save with a DC equal to 10+half damage the target takes from that attack (rounded down). The target takes a penalty to the indicated save for 1 round per the attacker's strength bonus (minimum 1). Additional hits do not stack, unless indicated. There may also be additional effects that last for a number of rounds equal to the attacker's strength bonus, unless otherwise indicated:
Head: -2 to will saves. On a second hit to the head the target takes a further -2 to will saves and is dazed for one round. Creatures with multiple heads take no penalties until all heads are targeted. In addition, if the target casts arcane spells, increase their arcane spell failure chance by 10% per hit to a maximum of 20%. This stacks with all other sources of arcane spell failure chance.
Torso: -2 to fortitude saves. On a second hit to the torso the target takes a further -2 to fortitude saves.
Arm: The target takes a -2 on attack rolls made with that arm. If the arm is carrying a shield, the target reduces his shield bonus by 1 as well. In addition, if the target casts arcane spells, increase their arcane spell failure chance by 10% per hit, to a maximum of 20%. This stacks with all other sources of arcane spell failure chance.
Leg: -2 to reflex saves while not flying. On a second hit against the leg, the target takes a further -2 to reflex saves and the target's base land speed and swim speed is reduced by half (round up).
Tentacle: Resolve as arm until half the tentacles are damaged in this way, then resolve as legs. If the creature also has legs, resolve them all as arms.
Wing: Reduce flight mobility by one step, -2 to reflex saves while flying. On a second hit the target takes a further -2 to reflex saves while flying and reduce the target's fly speed by half.
Other changes:
Weapon finesse also allows the attacker to use his dexterity mod in place of his strength mod for determining the duration of status effects when using a finessable weapon.
Improved Called Shot
You are better at targeting specific areas
Benefit: Making a called shot provokes no attacks of opportunity. Increase the target's size bonus to AC by only one step.
Normal: Making a called shot provokes an attack of opportunity. The target's size bonus to AC increases by two steps.
Special: A fighter may select Improved Called Shot as one of his Fighter bonus feats.
Insight bonuses provide an instant flash of inspiration to slip under an oponant's guard at a point when it will matter the most. This, however, is too brief a time to line up a called shot, and so insight bonuses cannot be used with called shots.
Magic is not precise enough for a called shot, and so spells cannot be used to make called shots.
Why this is different:
The save penalties, mainly. No matter what, a penalty to a save is always a good way to contribute. Also, there is no different AC for different body parts. At worst, you need to look at the size-bonus chart, at best, you simply double (or half, in the case of penalties) the target's size bonus to AC twice.
Also, one called shot is not a battle-ender. Two to the arm is probably the most powerful, forcing arcane casters to suffer 1/5 failure chance. A called shot is a standard action, so it cannot be used on a charge, or as part of a trip attempt.
Finally, it cannot be done with spells, rather arbitrarily I'll admit, but casters have ways of putting the hurt on anyway. I've tried to cut out abuse with insight bonuses (mostly true strike), but I can't think of a way to prevent abuse with touch attacks, though granted most of those are executed by casters, or are as part of standard action maneuvres.
Criticisms welcome, including "D&D doesn't need these", just be aware that I'm aware that it doesn't need these. I just really like the idea of them and want to provide a way to use them so that IF they are used, they don't A) ruin the fun, which is what it's all about, and B) break the game (a subset of A).