Renduaz
2018-05-30, 02:15 PM
I've long been thinking about how to introduce a working, dynamic system for targeting different "parts" of creatures, or even objects, which is fairly balanced and leaves plenty of leeway for DM creativity. Here's what I came up with:
Distribution
Different D&D creatures have vastly different anatomies or structures, thus making it impossible for a singular schematic to adequately cover all of them. Therefore I've designed a dynamic allocation scheme that works by dividing the given creature or object into any appropriate number of segments ( Individually determined by the DM, although a good catch-all number is 5 ). Each segment has the following properties: Vitality and Vulnerability, which determine it's mechanical values.
Vitality
Vitality is defined as the "sturdiness" or endurance of a body part, or the amount of punishment it can sustain relative to other body parts. based on the DM's logical judgement about a given creature. For example, in a human the torso might typically be considered to have more vitality than the head. A portion of a creature's total HP sum will be assigned to a segment according to it's vitality. The values derive from a creature ( or object's ) total HP and the number of segments, with cumulative percentages of total HP relative to the number of segments. To explain
If we have a creature with 100HP, and 5 segments - Head, Neck, Upper Torso, Lower Torso and Legs, then the order of vitality ( Portion of total HP assigned ), from least vital to most vital, will be 10%, 15%, 20%, 25% and 30%. Five additions which together make 100%. So we could assign our Upper Torso with 30%, 30HP, the neck with 10% 10hp, and so forth, which makes sense. Although naturally if may want a creature to possess two or more segments with equal vitality, we could adjust it accordingly - 10%, 10%, 20%, 20% and 40% for example.
Let's say we have a creature with 67HP and 4 segments. It's a Beholder with a Central Eye, Mouth, Appendages and Back. So we'll arrange our percentages as 10%, 20%, 30%, 40%. The most vital part ( Say, the Back ) would have 26.8HP and the least ( Say, Central Eye ), 6.7HP. The other two will have values between. We could round up or down as necessary to maintain balance. For example, 26.8 will become 27 while 6.7 will become 6.
Crippling Segments
To maintain a swift, dynamic and exciting outcome for the reduction of a particular segment to 0HP, the DM could choose an appropriate Condition to be applied to the creature from the Condition list or any other penalty ( Spell and Ability effects being great examples ). Crippling a leg or legs can instinctively be fitting for halved movement or the Restrained condition, or perhaps even destroying a segment will render a certain ability of the creature's useless, temporarily surpassed or less dangerous such as a Beholder's number of legendary actions or the range of an Anti-Magic Cone. A creature will usually die only once all segments have been reduced to 0HP, unless the DM is feeling generous and wants it otherwise. If not, then crippling an head to 0HP for example does not necessarily mean decapitation, but rather a Condition or penalty.
Vulnerability
Vulnerability is defined as the likelihood of a segment receiving damage to begin with, corresponding both to AC and Saving Throws. So a thick carapace will have low vulnerability, while a soft spot might have high vulnerability. Values are best assigned with equal negative and positive adjustments starting from 0. So if we have 5 segments, we'll assign each an appropriate value from -1, -2, 0, +1 and +2. Even number distributions can be chosen accordingly based on difficulty considerations, for both AC and saving throw bonuses/reductions.
The DM determines whether an ability requiring a saving throw can affect a specific segment ( As a general rule, most damaging spells and abilities would ). If it does not, then the creature's default saving throw is used.
Compartmentalized Vulnerability
Optionally, any individual segment can be Resistant, Vulnerable or even immune to certain damage types, corresponding to default rules. As an additional homebrew variation ( Which could also just as easily be applied under classic rules ), a creature could be Resistant or Vulnerable or even Immune to Schools of Magic or the abilities of specific Classes that do not deal damage, wherein resistance doubles the saving throw modifier and resistance halves it.
AOE
An AOE effect engulfing a creature will be handled with a default saving throw, and division of damage to all segments equally, or else it's ordinary effect on the entire creature if it is no a damaging effect.
Players
For balance purposes, it's preferably to likewise assign player characters their own segments, subject to the same rules, with appropriate outcomes upon crippling them.
Distribution
Different D&D creatures have vastly different anatomies or structures, thus making it impossible for a singular schematic to adequately cover all of them. Therefore I've designed a dynamic allocation scheme that works by dividing the given creature or object into any appropriate number of segments ( Individually determined by the DM, although a good catch-all number is 5 ). Each segment has the following properties: Vitality and Vulnerability, which determine it's mechanical values.
Vitality
Vitality is defined as the "sturdiness" or endurance of a body part, or the amount of punishment it can sustain relative to other body parts. based on the DM's logical judgement about a given creature. For example, in a human the torso might typically be considered to have more vitality than the head. A portion of a creature's total HP sum will be assigned to a segment according to it's vitality. The values derive from a creature ( or object's ) total HP and the number of segments, with cumulative percentages of total HP relative to the number of segments. To explain
If we have a creature with 100HP, and 5 segments - Head, Neck, Upper Torso, Lower Torso and Legs, then the order of vitality ( Portion of total HP assigned ), from least vital to most vital, will be 10%, 15%, 20%, 25% and 30%. Five additions which together make 100%. So we could assign our Upper Torso with 30%, 30HP, the neck with 10% 10hp, and so forth, which makes sense. Although naturally if may want a creature to possess two or more segments with equal vitality, we could adjust it accordingly - 10%, 10%, 20%, 20% and 40% for example.
Let's say we have a creature with 67HP and 4 segments. It's a Beholder with a Central Eye, Mouth, Appendages and Back. So we'll arrange our percentages as 10%, 20%, 30%, 40%. The most vital part ( Say, the Back ) would have 26.8HP and the least ( Say, Central Eye ), 6.7HP. The other two will have values between. We could round up or down as necessary to maintain balance. For example, 26.8 will become 27 while 6.7 will become 6.
Crippling Segments
To maintain a swift, dynamic and exciting outcome for the reduction of a particular segment to 0HP, the DM could choose an appropriate Condition to be applied to the creature from the Condition list or any other penalty ( Spell and Ability effects being great examples ). Crippling a leg or legs can instinctively be fitting for halved movement or the Restrained condition, or perhaps even destroying a segment will render a certain ability of the creature's useless, temporarily surpassed or less dangerous such as a Beholder's number of legendary actions or the range of an Anti-Magic Cone. A creature will usually die only once all segments have been reduced to 0HP, unless the DM is feeling generous and wants it otherwise. If not, then crippling an head to 0HP for example does not necessarily mean decapitation, but rather a Condition or penalty.
Vulnerability
Vulnerability is defined as the likelihood of a segment receiving damage to begin with, corresponding both to AC and Saving Throws. So a thick carapace will have low vulnerability, while a soft spot might have high vulnerability. Values are best assigned with equal negative and positive adjustments starting from 0. So if we have 5 segments, we'll assign each an appropriate value from -1, -2, 0, +1 and +2. Even number distributions can be chosen accordingly based on difficulty considerations, for both AC and saving throw bonuses/reductions.
The DM determines whether an ability requiring a saving throw can affect a specific segment ( As a general rule, most damaging spells and abilities would ). If it does not, then the creature's default saving throw is used.
Compartmentalized Vulnerability
Optionally, any individual segment can be Resistant, Vulnerable or even immune to certain damage types, corresponding to default rules. As an additional homebrew variation ( Which could also just as easily be applied under classic rules ), a creature could be Resistant or Vulnerable or even Immune to Schools of Magic or the abilities of specific Classes that do not deal damage, wherein resistance doubles the saving throw modifier and resistance halves it.
AOE
An AOE effect engulfing a creature will be handled with a default saving throw, and division of damage to all segments equally, or else it's ordinary effect on the entire creature if it is no a damaging effect.
Players
For balance purposes, it's preferably to likewise assign player characters their own segments, subject to the same rules, with appropriate outcomes upon crippling them.