The Return of Called Shots?


3.5/d20/OGL


I like the idea of called shots, though they've never been really implemented well. And after all, it has been intimated that critical hits do the job of called shots just fine.

Well, I don't really think so.

In the Dragon Compendium (Appendix D), it lists a table for critical hit locations; on a critical hit, you would roll on this table to see where your blow landed. Looking between this table and page 27, I came up with the following work in progress:

Quote:

Critical Hits: Normal attacks (those that do not reduce a creature to 0 or less hit points) assume that the defender is able to shift around enough so that the weapon strikes in less critical locations. Thus, for critical hits, you have gotten past all of the creature's defenses. On a critical hit, a d% roll is made to check the following chart (if an unreachable area is rolled, reroll). You can attempt to target an area on a critical hit, but you take a penalty on the confirmation roll, listed after each area:

01-64 (Nonspecific, -0)
--01-80: Standard critical hit
--81-98: Critical multiplier +1
--99: Apply critical damage to item held in main hand (if none, reroll)
--00: Apply critical damage to item held in off hand (if none, reroll)
65-73: (Head, -8 if within reach)
--01-20: Ear injured
--21-30: Eye injured
--31-00: Head injured
74-78: (Lower Body, -4 if same size or smaller, -2 if larger) -- Leg/Foot Injured
79-88: (Arms, -4 if same size, -6 if different size and within reach)
--01-20: Hand injured
--21-00: Arm injured
89-96: (Upper Body, -2 if same size or smaller, -4 if larger and within reach)
97-00: (Neck, -16 if within reach)
--01-20: Rendered mute
--21-00: Constitution damage?

So, what do you think? Assuming you would use a system like this, what would you change to make it better?


Thanis Kartaleon wrote:

I like the idea of called shots, though they've never been really implemented well. And after all, it has been intimated that critical hits do the job of called shots just fine.

Well, I don't really think so.

In the Dragon Compendium (Appendix D), it lists a table for critical hit locations; on a critical hit, you would roll on this table to see where your blow landed. Looking between this table and page 27, I came up with the following work in progress:

Quote:

Critical Hits: Normal attacks (those that do not reduce a creature to 0 or less hit points) assume that the defender is able to shift around enough so that the weapon strikes in less critical locations. Thus, for critical hits, you have gotten past all of the creature's defenses. On a critical hit, a d% roll is made to check the following chart (if an unreachable area is rolled, reroll). You can attempt to target an area on a critical hit, but you take a penalty on the confirmation roll, listed after each area:

01-64 (Nonspecific, -0)
--01-80: Standard critical hit
--81-98: Critical multiplier +1
--99: Apply critical damage to item held in main hand (if none, reroll)
--00: Apply critical damage to item held in off hand (if none, reroll)
65-73: (Head, -8 if within reach)
--01-20: Ear injured
--21-30: Eye injured
--31-00: Head injured
74-78: (Lower Body, -4 if same size or smaller, -2 if larger) -- Leg/Foot Injured
79-88: (Arms, -4 if same size, -6 if different size and within reach)
--01-20: Hand injured
--21-00: Arm injured
89-96: (Upper Body, -2 if same size or smaller, -4 if larger and within reach)
97-00: (Neck, -16 if within reach)
--01-20: Rendered mute
--21-00: Constitution damage?

So, what do you think? Assuming you would use a system like this, what would you change to make it better?

Frankly, as over complicated as 3.5 D&D combat is, adding this onto the bonfire is tantamount to game suicide. Frankly, at a glance, it reminds me of something that had already been done by someone else ... no offense, but complicating the critical hits is generally counterproductive.


I've got a d12 with body parts on it. No "called shots" per se, but at least teh character knows where they got hit and how damage effects them. I thikn your chart may be on the right track, but a little complicated. YMMV.


We used to play with a homwbrew system a while back. it resembled somewhat the d20 as it is now with all the added rules...(this is really summarized)

Both combatants would roll d20+bonuses every round for initiative (or, who gets to attack this round)
Attacker would roll d20+bonuses for attack,
Defender would roll d20+bonuses for defence,
Attacker would roll d20+bonuses for area hit,
Attacker would roll d#+bonuses for damage,
Defender would roll d#+bonuses to see how much damage was absorbed by armor,
Defender would roll d#+bonuses to see if armor is damaged,
Defender would reduce his armor points,
Defender would reduce his hit points,
Attacker would reduce his stamina points (not hit points) as he got a little tired.
Defender would reduce his stamina points (more because he got hit) as he also got a little more tired.

...and it went on, and on, and on...
...and that was just for ONE attack.

What I'm getting to is, that although it may bring the fights to almost-real-life, too many rules will slow down melee to a grinding halt. With fights lasting a few hours. Thus losing any real interest in the story.

In my view, melee could be determined by a simple heads or tails. It's what you make of the story that brings everything to life.

Ultradan


My simple, barebones called shot system was created not for personal use, but to prove that it could be done and not overly complicate the game or be too broken to use.

Basically, there are two versions; the one where anyone can attempt one, and the one where you need a feat to do it.

VERSION 1
Attempting a called shot is a full-round action that provokes attacks of opportunity. If you are damaged while attempting a called shot you must make a Concentration check (DC 10 + damage dealt) or the attempt is wasted.
Declare where you wish to strike the target (head, arms, hands, body, legs, feet); the part of the body receives all of the standard AC bonuses as the creature does but also receives an additional size bonus depending on the proportions of the creature (DM's discretion here).
If you hit the target, the creature suffers normal damage and must also make a Fort save (DC 10 + damage dealt) or suffer penalties to its actions as described under Damage to Specific Locations in the DMG (I forgot which page).

VERSION 2
As the other version except there would be the feat Called Shot which would allow you to try them. I prefer the first version, where called shot becomes another action type like sunder, disarm, etc, so there could instead be an Improved Called Shot feat where you get a +4 to the check and dont provoke AoOs.

The idea came from reading the Damage to Specific Locations in the DMG, where if you reached into a nook to grab a gem and a crushing trap hit you, that it wouldnt make sense (even in the abstract hp system) to just simply chalk of some hps and keep going (despite the fact that your hand just took like 20 damage).
Therefore it introduced a very simple rule that if a specific body part got damaged that the DM could place penalties on the PC for certain actions and skills (for the hand I beleive it was for Climb checks, attack rolls with that hand, and Swim checks).

The Exchange

Antioch wrote:

My simple, barebones called shot system was created not for personal use, but to prove that it could be done and not overly complicate the game or be too broken to use.

Basically, there are two versions; the one where anyone can attempt one, and the one where you need a feat to do it.

VERSION 1
Attempting a called shot is a full-round action that provokes attacks of opportunity. If you are damaged while attempting a called shot you must make a Concentration check (DC 10 + damage dealt) or the attempt is wasted.
Declare where you wish to strike the target (head, arms, hands, body, legs, feet); the part of the body receives all of the standard AC bonuses as the creature does but also receives an additional size bonus depending on the proportions of the creature (DM's discretion here).
If you hit the target, the creature suffers normal damage and must also make a Fort save (DC 10 + damage dealt) or suffer penalties to its actions as described under Damage to Specific Locations in the DMG (I forgot which page).

VERSION 2
As the other version except there would be the feat Called Shot which would allow you to try them. I prefer the first version, where called shot becomes another action type like sunder, disarm, etc, so there could instead be an Improved Called Shot feat where you get a +4 to the check and dont provoke AoOs.

The idea came from reading the Damage to Specific Locations in the DMG, where if you reached into a nook to grab a gem and a crushing trap hit you, that it wouldnt make sense (even in the abstract hp system) to just simply chalk of some hps and keep going (despite the fact that your hand just took like 20 damage).
Therefore it introduced a very simple rule that if a specific body part got damaged that the DM could place penalties on the PC for certain actions and skills (for the hand I beleive it was for Climb checks, attack rolls with that hand, and Swim checks).

*Yoink* I am gonna grab this and use it in my upcoming campaign. I like the first version and the "improved" feat to reduce the penalties involved. Seems pretty straight forward and easy to implement. I can see this adding so flavor to PCs and NPCs also. The Huntsman who likes to go for the headshot, or the vile assassin who likes to target a person's legs so they can be stalked slowly and methodically until WHAM! Death attack! Thanks Anti!

FH (can you target the buttcheek?)


I have used the reaction encounter and the critical hit charts from the game "Bushido" for many many years; works great; many other people who have played in my game have adopted this into there own games. Not sure how much it is legal to relate it all here, but if you can check it out; it is a great format for criticals and stuff; called shots are very hard to do in this game system and none of us have ever come up with a good way to do it; we have tried all kinds of things and have abandoned them all. Basically, the game doesnt support it at all as it makes the hit point system pointless.


I know that there was a 2e book (can't remember the title at the moment) where it had critical hit tables for slashing, bludgeoning, and piercing weapons on various creatures (6-8 pages of tables) against specific body parts ie head, neck, torso, arms, legs and described the penalties a creature took for getting hit there dependent upon damage dealt with potential for instant kill or crippling. I'll find the book and tell you guys the name. It may be helpful.


Steven Purcell wrote:
I know that there was a 2e book (can't remember the title at the moment) where it had critical hit tables for slashing, bludgeoning, and piercing weapons on various creatures (6-8 pages of tables) against specific body parts ie head, neck, torso, arms, legs and described the penalties a creature took for getting hit there dependent upon damage dealt with potential for instant kill or crippling. I'll find the book and tell you guys the name. It may be helpful.

Yeah, it'd be helpful...too bad my old DM took back the 2e books he let me hold on to. (not including the Complete Villain)

However, it could get a little messy.

I do like the idea of called shots, but they are damn hard to implement...I like Antioch's idea though.

Besides it worked in 2e, right?


Steven Purcell wrote:
I know that there was a 2e book (can't remember the title at the moment) where it had critical hit tables for slashing, bludgeoning, and piercing weapons on various creatures (6-8 pages of tables) against specific body parts ie head, neck, torso, arms, legs and described the penalties a creature took for getting hit there dependent upon damage dealt with potential for instant kill or crippling. I'll find the book and tell you guys the name. It may be helpful.

combat & tactics is the book title. it was part of the players option line that came out near the end of 2nd edition, along with skills & powers and spells & magic. the only downside is the crit hit tables were, in total, like 10 pages, making looking stuff up an exercise in memorizing the appropriate page number, or just knowing.

tog

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