A called-shot system that does not provoke overuse


Homebrew and House Rules


Yeah I just wanted to propose my idea for a system to make called shots (or blows, as it's melee only for now) against certain body parts, namely being Head(s), Arms, Legs and other appendages (like tails or wings for example), the idea came to me when i read the Hydra entry in the Bestiary.

My idea was instead of a melee attack you make a combat maneuver roll. The attacked enemy however gets armor class bonuses to their CMD (except for the base 10 and dexterity bonus, which are already in CMD).
Each appendage has hitpoints equal to the number of hit dice of the creature + the creature's CON Modifier.
In order to not make sneak attacks obsolete I thought anyone with a sneak attack (or similar) ability can add the number of sneak attack damage dice to their CMB whenever they make a called shot against an enemy against whom they would get their sneak attack.
A blow against the head provokes attacks of opportunity from the defender, to even out the fact that a severed head will be mortal. Also if the AoO provoked this way hits, the blow against the defender's head automatically misses. Otherwise, no AoOs are provoked. And a severed body part never affects the regular hitpoints of a creature. (although im considering changing this so all other called shots provoke AoOs, as combat maneuvers do regularly, but you can take a feat like improved sunder or a homebrew feat to be able to circumvent these, except for attacks against the head)
Lastly you can't make a called shot against a bodypart you can't reach, so no chopping off the Tarrasques head from the ground.

This way altogether landing a called shot is pretty hard and should not get overused.

I already tried this in the last session, just without any AoOs provoked (not even against the head). The group had to fight werewolves and had no silver weapons, so I wanted to give them an alternative chance to cut off their heads, to save their skin, actually out of about 6 attempts at cutting off heads, 2 succeeded with very lucky rolls.

I just wanted to share this idea with you, opinions are welcome.


Threeshades wrote:

Yeah I just wanted to propose my idea for a system to make called shots (or blows, as it's melee only for now) against certain body parts, namely being Head(s), Arms, Legs and other appendages (like tails or wings for example), the idea came to me when i read the Hydra entry in the Bestiary.

My idea was instead of a melee attack you make a combat maneuver roll. The attacked enemy however gets armor class bonuses to their CMD (except for the base 10 and dexterity bonus, which are already in CMD).
Each appendage has hitpoints equal to the number of hit dice of the creature + the creature's CON Modifier.
In order to not make sneak attacks obsolete I thought anyone with a sneak attack (or similar) ability can add the number of sneak attack damage dice to their CMB whenever they make a called shot against an enemy against whom they would get their sneak attack.
A blow against the head provokes attacks of opportunity from the defender, to even out the fact that a severed head will be mortal. Also if the AoO provoked this way hits, the blow against the defender's head automatically misses. Otherwise, no AoOs are provoked. And a severed body part never affects the regular hitpoints of a creature. (although im considering changing this so all other called shots provoke AoOs, as combat maneuvers do regularly, but you can take a feat like improved sunder or a homebrew feat to be able to circumvent these, except for attacks against the head)
Lastly you can't make a called shot against a bodypart you can't reach, so no chopping off the Tarrasques head from the ground.

This way altogether landing a called shot is pretty hard and should not get overused.

I already tried this in the last session, just without any AoOs provoked (not even against the head). The group had to fight werewolves and had no silver weapons, so I wanted to give them an alternative chance to cut off their heads, to save their skin, actually out of about 6 attempts at cutting off heads, 2 succeeded with very lucky rolls.

I just wanted to...

Humm, have to think about that... seems reasonable though...

Thing is, wouldn't it be EXTREMELLY easy to chop of the head of a wizard for instance?


Yees now that you mention it, I havent really thought of primary arcanists yet. Those might get into some trouble there.

Also I should add to the rule that some creatures dont die even when they lose their (last) head, like for example some undead and constructs. Those would only be blinded,and possibly bereft of most of their other senses that were located in that area.


Yeah.

I would at least make it a full attack action and maybe a fortitude save to not loose the limb, but get pretty damn useless. Stun or unconscious for head, for instance.


Maneuvers are best applied in attack-like situations where size is a benefit rather than a hindrance.

Because of this, I feel using CMB or CMD for a called shot rule is not advisable, since smaller targets should definitely be more difficult to hit in these cases. This is the assumption that drives regular attacks, and is reversed for CMB (because larger targets should be harder to trip/grapple/push, not easier).

If you want a really simple rule for called shots that won't be way overused, assign a size rating to the target area (a leg is small, a forearm is tiny, a hand is diminutive, an eye is fine). Use the creature's full AC, but sub in the new size AC bonus (this will always be an increase in difficulty because the area must be smaller than the creature size). Armor should apply even for unarmored areas, because the creature can react with an armored body-part, although you might rule that flatfooted creatures cannot. Apply an additional -2 to the attack roll if the target is "not near the center of mass" which includes hands, feet and the head.

Depending on how vital the target location is to the creature, the called shot should deal full damage, half damage plus a status effect, or no damage plus a status effect. "Status Effects" include things like penalties to attacks, blindness, movement penalties, and other desired results of called shots. Don't establish a system that players can "game" just take it on a case by case basis.


i like using -14 to hit hand or foot, -10 to hit arms or legs, -8 to hit head, to lose a hand or foot damage must exceed 10% of target's total HP, arm or leg 15%, head 25%, plus target gets a reflex save( DC10 plus damage dealt) to prevent loss of body part.


Evil Lincoln wrote:

Maneuvers are best applied in attack-like situations where size is a benefit rather than a hindrance.

Because of this, I feel using CMB or CMD for a called shot rule is not advisable, since smaller targets should definitely be more difficult to hit in these cases. This is the assumption that drives regular attacks, and is reversed for CMB (because larger targets should be harder to trip/grapple/push, not easier).

If you want a really simple rule for called shots that won't be way overused, assign a size rating to the target area (a leg is small, a forearm is tiny, a hand is diminutive, an eye is fine). Use the creature's full AC, but sub in the new size AC bonus (this will always be an increase in difficulty because the area must be smaller than the creature size). Armor should apply even for unarmored areas, because the creature can react with an armored body-part, although you might rule that flatfooted creatures cannot. Apply an additional -2 to the attack roll if the target is "not near the center of mass" which includes hands, feet and the head.

Depending on how vital the target location is to the creature, the called shot should deal full damage, half damage plus a status effect, or no damage plus a status effect. "Status Effects" include things like penalties to attacks, blindness, movement penalties, and other desired results of called shots. Don't establish a system that players can "game" just take it on a case by case basis.

I like this, simplicity is king. Though I reckon I would apply the -2 always on the basis targeting a specific bit on an active enemy has to be like trying to hit something with cover or shooting into combat or whatever.


You could always have the CMB check provide an effect and a damage bonus as well (Something like "extra damage over CMD times value depending on body part"). If they fail, they auto-miss. If they hit, they can roll, perhaps with a small bonus to hit since they already risked their one attack this round anyway.

That way you get fighters vital striking for the head and not killing it in one hit, but if they crit the man is definitely decapitated.

Give the defender a higher CMD depending on the body part. The head should give an effect like a - to hit and AC, the legs should give a penalty to movement and AC, and the arms should give a penalty to attack rolls and CMB. Aiming for fine stuff like eyes should grant a +10 bonus at least and have a great effect (Blind for 1d4 rounds on a failed save, otherwise -2 to hit and damage), while the head could still have a relatively high bonus like a +6 and have a 3 per overage bonus, and maybe a stun 1 round on a failed save effect if the extra damage is over a certain number. You could ahve the bonus to hit on hitting be half the bonus to CMD, so the hard to hit targets would be worth it, and the easy ones (Like arms and legs) would be less rewarding but more simple to hit and easy to damage.

You could also include a feat that lets someone do this with ititerative attacks, and with a bonus.

It's hard to model this in D&D because of folks being set on damage being abstract, but if you modify Restoration to restore a limb or body part even if it's completely gone it should be fine. I would also suggest keeping encounters challenging and to one to three a day with this system to make each round matter a bit more.


I would prefer a straight miss chance and a feat:

Called Shot
Prereq: BAB +4
Benefit: You can attack the specific limb of a creature (head counts as a limb). The attack is a full-round action that provokes attacks of opportunity. A limb has HP equal to the creature's HD + CON modifier and gains a +2 size bonus to AC. In addition, large limbs like arms and legs have a 20% miss chance, as if from concealment, while a small limb like the head has a 50% miss chance, as if from concealment. If a limb takes damage greater than it's HP, it is considered disabled (a disabled head renders the creature staggered).
Special: This feat can be combined with the Vital Strike chain of feats.

There is a lot to like about this. First, a miss chance always makes the shot chancy. Second, since it is "like concealment", but not actual concealment, Sneak Attack still applies. Third, the shot itself is difficult, and best done as a ranged attack since it requires you to not move AND provokes an AoO. Fourth, combining it with Vital Strike gives a very good reason to invest in that feat chain. Finally, disabling the head is not an insta-kill. It mearly reduces the foe to near-uselesness.


What does everyone else think of that called shot feat there, balanced? I think it looks good.


Mirror, Mirror wrote:

I would prefer a straight miss chance and a feat:

Called Shot
Prereq: BAB +4
Benefit: You can attack the specific limb of a creature (head counts as a limb). The attack is a full-round action that provokes attacks of opportunity. A limb has HP equal to the creature's HD + CON modifier and gains a +2 size bonus to AC. In addition, large limbs like arms and legs have a 20% miss chance, as if from concealment, while a small limb like the head has a 50% miss chance, as if from concealment. If a limb takes damage greater than it's HP, it is considered disabled (a disabled head renders the creature staggered).
Special: This feat can be combined with the Vital Strike chain of feats.

There is a lot to like about this. First, a miss chance always makes the shot chancy. Second, since it is "like concealment", but not actual concealment, Sneak Attack still applies. Third, the shot itself is difficult, and best done as a ranged attack since it requires you to not move AND provokes an AoO. Fourth, combining it with Vital Strike gives a very good reason to invest in that feat chain. Finally, disabling the head is not an insta-kill. It mearly reduces the foe to near-uselesness.

Perhaps cleave appendage or decapitate only on a successful crit? I like the direction this thread is headed though. Good stuff.

Interestingly enough, in their catalog somewhere chessex has a body location die, not sure how it's relate though... :D


Threeshades wrote:
Yeah I just wanted to propose my idea for a system to make called shots (or blows, as it's melee only for now) against certain body parts, namely being Head(s), Arms, Legs and other appendages (like tails or wings for example), the idea came to me when i read the Hydra entry in the Bestiary.

By curiosity, what do you expect from a called shot system? Apart from the obvious of targeting specific body parts, what would you like it to do?

I'm asking because many people have different views on what kind of results a successful blow to the head (or arm, or groins) should mechanically represent in the system.

From your OP, we have a good idea on HOW you want the called shots to work, but it isn't clear on WHY one should target a specific body part and what kind of advantage it should bring.

From what I seem to get, enemies (and PCs) could get dismembered, conveying conditions that aren't clear either. Some precision on your motivations would be helpful.

'findel


There is already a system for called shots, called Critical Feats (and in 3.5, the 'something strike' feats for sneak attacks).
On a really succesful attack, you chose a particular kind of damage to inflict.

I think it would be more elegant, rule-wise, to add to that system the vorpal effects you want to simulate.

Mutilating Critical (Combat, Critical)
Your critical hits can sever the limbs of your opponents.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you roll a 20 with a slashing weapon, your opponent lose a limb, in addition to the damage dealt by the critical hit..
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Decapitating Critical (Combat, Critical)
Your critical hits can behead your opponents.
Prerequisites: Critical Focus, base attack bonus +16.
Benefit: Whenever you roll a 20 with a slashing weapon, your opponent lose its head, and die.
Creatures with multiple heads can survive that effect, but suffer the additional damage dealt by the critical hit.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


This has been a great thread since I'm running into this situation often. I currently don't allow called-shots in my game, but there is definately the demand from my PCs. I like the concept of the 'called-shot' but the main reason I have resisted is I believe in applying the Golden Rule to my games (the whole do unto others....); point being if PCs can decaptitate a villan, than a villan should be able to decapitate a PC.
I'm liking the idea of an increase in the body parts AC due to size, and then max damage plus an appropriate effect. I'll probably sort through the 'Critical Hit Deck' to get some ideas for the effect. I'm most likely going to avoid severing limbs or decapitations because these things can really get out-of-control in my opinion.

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