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View Full Version : [D&D 3.5] Called shots



Kyuu Himura
2011-01-12, 12:15 AM
hello everyone, I wanted to post here a little houserule I've been trying to put into play, it's about cutting arms off from things, anyway, here it goes:

Called Shots:
A creature may attempt a called shot on an enemy as long as this enemy is no smaller than 1 size category less than the attacker (thus, a Huge creature could try a called shot against a large creature like a horse, but not against a medium creature like a human).

To attempt a called shot, an attacker must declare so before his attack roll, he must also declare the target of his called shot, he/she may choose one of the following locations: head, arm, leg, tail, wing. The effects of the called shot are different depending of the appendage targeted. This attack draws an attack of opportunity from the defender, unless the attacker has the Imrpoved Sunder feat.

If the attacker succesfully hits his/her target, the target must make a fortitude saving throw against a DC equal to:


10+1/2 attacker HD+STR/DEX mod*+1/10 of inflicted damage
If the attacker posseses the improved sunder feat, he may add 2 to this DC
* Use Strenght mod for melee, dex mod for ranged.
If the saving throw fails, the targeted appendage is rendered useless until it receives some medical assistance (full round action heal check DC equal to save DC) or magical healing (equal to save DC). If the save fails by a natural 1, then the appendage is destroyed.
If the saving throw is succesful, the defender still takes the damage from the attack.

Effects of useless appendages:

Head: a creature whose head has been rendered useless must make a second fortitude save against a DC=15 or fall unconscious for 1d4 rounds. If it remains conscious, it takes a -4 penalty to attack rolls and AC, may not cast spells at all and has it's speed cut in half. The creature cannot use any breath weapons. (Come on guys, it couldn't be a vorpal sword for free....)
Arm: Any item held in the arm is dropped, the arm (or tentacle, ot whatever passes like an arm) cannot be used to make natural attacks. The creature cannot cast spells with somatic components and takes a -4 penalty to AC due to having a "dead flank"
Leg: If a creature has at least half of it's legs useless, it loses it's dex bonus to AC when standing and has it's land speed reduced to 5', it may not make kick attacks. If the creature has less than half it's legs useless, it takes a -4 to AC and has it's speed cut in half.
Wing: The creature may not fly (if it needs wings to do so) or make wing attacks.
Tail: The tail cannot be made to make natural attacks (such as stings or tail slaps). The creature also takes a -2 penalty to attack rolls, due to having it's balance disrupted


And after running some numbers, I realised that this mechanic sort of favors anyone using a 2-handed manufactured weapon or has some other way to do humongous damage on attacks. This puts weapon users such as fighters, clerics and giants in a good position over, say Balors or pit fiends or dragons (who have better options anyway).
I do realize that this sort of gives am additional edge to ranged touch attacks, but most of them deal energy damage and are not quite the choice of casters, besides, Dex is a secondary stat for most of them.
Running the numbers, it turns out that a Joe Average fighter has a decent chance to survive one of these attacks by any appropiate level creature who tries it... except a giant, who tend to have a very obscene strenght score.

Anyway, you may start posting now, what do you think??