Moderator: GMSarli
astralcataclysm wrote:Perhaps, then, it would make the most sense for called shots to be later talents following basic combat maneuver talents? For example, you might start with a Trip talent, and then follow with a Leg Cripple talent, that in addition to knockdown makes it harder for them to stay standing, balance, jump, whatever, and slows them some. So instead of adding a new, (and often in my experience abusable) subsystem to the game, wrap it into the intended talent system, and perhaps have a "this can be used untrained with X penalty" clause wrapped into a bunch of the more basic combat maneuver talents.
JaredGaume wrote:Lose the negative penalties to called shots and use some other penalty.
Maybe say that a called shot is something that takes time or you have to work at to pull off and while you are doing that it leaves you vulnerable. For example, a head shot may take you time to aim, meaning you are not actively defending yourself as much, until the start of your next turn you grant a +5 bonus to enemy attacks that target you.
Make it so that when you make a called shot you are trading off something in order to achieve the desired effect.
Jimmy Plamondon wrote:Called shot to the nuts!
Jimmy Plamondon wrote:Well if you combine the called shot to the nuts with Severing Strike...
jazzencat wrote:How should one handle this situation: character is aiming for the bad guy's gun arm because we want to capture him, not kill him. Now the character rolls with the -8 penalty to attack for called shot, and takes a round to aim reducing this to -5 (just using numbers for an example). The target number to hit with the penalty is 26, normally would need an 18 (26-8). Character rolls a modified 22. What has always bugged me about called shot rules is that this would normally just be counted as a miss and no damage done. Even when I started playing it bugged me. What about missing the arm and hitting the neck instead, or the chest or some other body part. If you look at a person's silhouette roughly half of a circle centered on the right arm covers the body. This means that of all the vectors a missed shot can take about 50% would result in hitting the target somewhere else. I know people don't like tables and overlays because it adds stuff to the table and to check and so on, but could we develop something that can handle shots missing a called location but still end up doing damage? It would function similarly if I was aiming for center mass on a target but missed my target number by a little. The shot would stray and might hit an arm or leg instead of the chest. This wouldn't necessarily have to be part of the basic rule set, it could be put in a side-bar or in an advanced combat chapter. It should be possible to develop a simple formula for determining where the missed (called) shot goes. The simpler method, but adds piece of paper to the mix is a generic overlay for combat. Center the bull's eye on the location you want to hit, roll against your target number. If you make the TN you hit what you aimed for, if not, draw a playing card (Aces & Eights uses this) or roll dice to see where the shot strayed to. This would obviously be more applicable to combat using ranged weaponry than mêlée, though it could be adapted for mêlée as well, for those that like that level of detail in their fights. Thoughts?
Makes for some interesting options when combined with damage thresholds for called shot locations proposed in the OP.
Darthmoe wrote:I'm just going to give a brief summary of all the issues that have been brought up in this thread so far and how I feel we should handle them underneath.
Aiming
Multiple people have reasonably stated that you should have to take extra time to aim your called shot, and that aiming the shot requires you to focus in on the target.
IMO - I agree I think aiming should require two swift actions just as it does in Star Wars SAGA, and furthermore you should aren't actively defending yourself (-4 or -5 to defense). Should you sustain damage than you lose focus and lose the benefits of your aiming.
Attack Penalties
Traditionally the counter balance of called shots has been an attack penalties.
IMO - I think we should use them here as well even with aiming requirements included attack penalties have their place. It's damn hard to put a bullet in an arm or leg and this extreme level of difficulty should be realized. Not to mention that attack penalties are still one of the most effective ways to balance called shots, and you need to balance them carefully or else you end up with one of two scenarios. Scenario one you have a broken called shot system, or scenario two you have to nerf called shots to the point where they are nothing more than just cute gimmicks
Misplaced Shots
This issues stems from the whole attack penalty thing. The classic example aiming to shoot somebody in the arm, and accidentally shooting them in the heart. It's a perfectly valid argument and in fact it's one of the main reasons why police don't practice called shots on a regular basis. The main argument against this, is that it invalidates the attack penalties of a called shot. Example if you aim for the head and you miss you still get to shot them in the chest anyway. On the other hand the prospect of a misplaced shot striking somebody in the chest or the cent of mass is actually a kind of penalty if you are trying to take them alive.
IMO - Two things with this. The first is that clearly these called shots are still doing damage and that's not non-lethal damage we're talking about either. Even if your intention was not to kill you can still kill someone with a called shot to the arm. A simple way to explain this is to say that called shots that accidentally kill missed their intended mark and hit a vital area instead. Of course that answer will not be satisfactory to everyone after all a bullet to the arm or leg could sever a major artery and cause somebody to bleed out in just a matter of seconds. So here is a rule that begins to cover that scenario for GMs who just can't get past it. If a called shot would have hit it's intended target but for the attack penalty associated with the said called shot, than roll a d4. If you roll a 1 on the d4 than the miss placed shot strikes the defender in his center of mass. If you roll a 2, 3, 4 the shot is a complete miss.
Target Areas
By and large everyone is agreeing on three main target areas including the arms, legs, and head. The arms are to disarm and cause attack penalties to future attacks made with that arm. The legs are to trip people, and also to disable that same leg cripple the defender (making them move at half speed basically). Headshots are intended to kill (there are many ways that could be done including auto criticals, increased damage, an automatic move down one tier on the condition track, or some sort of instant death attack).
IMO - The list of target areas should be kept simple because there is a great tendency to get overly complicated and have redundant target areas. Example you get the same basic effect rather you shoot somebody in the hand, forearm, upper arm, or shoulder. They are all just part of the arm. Maybe shooting the weapon out of the targets hand might be different, as long as you hit it would probably have a better chance of succeeding, and you wouldn't actually injure the defender.
Damage Requirements
One of the main criticisms of called shots is that as long as you hit the mark you aim at the special effect always take effect. That means even with a crummy damage roll you still get an awesome effect with a called shot/
IMO - I think it should be possible for a bullet to graze an arm and cause no lasting effects for the defender. At the same time I think it should be possible for a bullet to graze an arm and trigger just right nerves to cause the the defender to drop his gun, or even tear up the defenders biceps and prevent him from using his arm with out penalty. One of the best called systems I have seen to this date was in the AD&D 2nd Edition Fighter's Guide, and it had a numb / useless system. If you did damage equal to 25% of the defender's total HP in a single attack you could numb his arm for a round, and if you did 50% or more you rendered his limb useless until it was properly healed. We should have something like that, but that system had a glitch. It worked overly well at low levels, and very poorly at high levels. Instead of basing it off of hit points we should use a damage threshold. If you deal damage equal to 50% or more of the defender's damage threshold you numb the limb for a single round, and if you deal damage equal to a 100% or more of the defender's damage threshold you render the limb useless until it is healed with a medicine check, or magic, or the force, or super advanced healing technology, or whatever.
Darthmoe wrote:Here's a most shameful bump on my part, but it's been almost a week, and I wanted to put this on record here before I forgot. In various other threads people have been discussing the prospect of folding disarm into grappling, but one hang up with that is that not all disarms really use grappling. The best example I can think of that is in the movie First Knight when Lancelot repeatedly knocked the swords out of his enemies hands. However, if we moved disarming into a grappling option than one easy solution for doing the Lancelot sword trick is to move knocking the weapons out of hands into a called shot system. Although similar to striking the arm it would be different. Of the top of my head I think a weapon would be harder to hit, but you would have a better chance of disarming your opponent of his weapon if you did hit (the downsides being of course you don't deal damage to him, and you can't disable his arm).
Imagist wrote:Called Shot
2 Swift Actions
You can take two consecutive swift actions in the same round to more carefully line up a ranged attack to target a specific part of a target's body. When you do so, you call out that you are targeting an arm, leg, or the head. This imposes a -10 penalty on your attack roll against your target due to the extremity’s smaller size and mobility. While lining up your called shot, you are less able to defend yourself from attack and are considered flat-footed. You still must have line of sight to the target area, however. You lose the benefits of a called shot if you lose line of sight to your target area or if you take any other action before making your attack. A called shot made against an area not covered by a target’s armor (exposed arms, legs, or head) ignores all armor bonuses (except natural armor bonuses) to the target’s Reflex defense.
Arm: If you successfully hit a target’s arm, you deal half damage to the target. If the damage is equal or greater than one-half the target’s massive damage threshold, you disable their arm until the start of your next turn. If the damage is equal or greater than the target’s massive damage threshold, you disable their arm until it can be healed (typically through a DC 15 Medicine check). A disabled arm prevents the target from wielding weapons or using tools in that hand and imposes a -5 penalty on skill checks and ability checks keyed to Strength and Dexterity.
Leg: If you successfully hit a target’s leg, you deal half damage to the target. If the damage is equal or greater than one-half the target’s massive damage threshold, you disable their leg until the start of your next turn. If the damage is equal or greater than the target’s massive damage threshold, you disable their leg until it can be healed (typically through a DC 15 Medicine check). A disabled leg knocks the target prone, reduces the target’s speed by half, reduces its carrying capacity by half, and imposes a -5 penalty on skill checks and ability checks keyed to Strength and Dexterity.
Head: If you successfully hit a target’s head, you automatically score a critical hit against the target. If the damage is equal or greater than the target’s massive damage threshold, but not enough to reduce its hit points to 0 (killing it) it suffers a -5 penalty on skill checks and ability checks keyed to Intelligence, Wisdom, and Charisma until the start of your next turn.
Careful Shot: If you have the Careful Shot feat (possible feat), you gain a +1 bonus on your ranged attack roll when you make a called shot.
Deadeye: If you have the Deadeye feat (possible feat), you deal extra damage when you take the time to make a called shot.
Steady Shot: If you have the Steady Shot feat (possible feat), you reduce the penalty of your attack to a -5 penalty (instead of a -10 penalty) when you take the time to make a called shot.
Hows that look?
If we stack the penalties, it is possible to disable both arms and both legs, making them unable to use weapons or tools, unable to move (flat-footed), unable to carry any items, rendered prone, and impose a -20 penalty to skill checks and ability checks keyed to Strength and Dexterity. A little harsh?
Superkid wrote:I totally agree with the non-damaging condition idea. It represents doing something special, besides just damage.
Darthmoe wrote:Superkid wrote:I totally agree with the non-damaging condition idea. It represents doing something special, besides just damage.
Except sometimes the effect you are hoping to cause is damage (example a headshot) and also you are literally (at least in most cases) trying to cause the effect through damage. Example if you shot somebody in the arm you are hoping to cause enough damage to that arm to make them drop the said object in the first place. No damage called shot effects make no sense. T
Imagist how's this for an idea? If we make numbing the limb for one round automatic on a successful hit, you reduce the damage by half and then apply that against the defender's massive damage threshold. It would make rendering a limb a lot harder to do
JaredGaume wrote:Lose the negative penalties to called shots and use some other penalty.
Maybe say that a called shot is something that takes time or you have to work at to pull off and while you are doing that it leaves you vulnerable. For example, a head shot may take you time to aim, meaning you are not actively defending yourself as much, until the start of your next turn you grant a +5 bonus to enemy attacks that target you.
Make it so that when you make a called shot you are trading off something in order to achieve the desired effect.
jigsawjones wrote:…and it's easy to modify this rule depending on characters' abilities. Character is an expert at firearms, the Margin of Success goes down. Character has never used a gun before, Margin of Success is high.
Intuitive, simple, adaptable. Somebody get Nine Hands a cupcake.
JaredGaume wrote:I think called shots work best first as something that applies a condition. You are using a called shot to accomplish an effect. As a side benefit, your called shot may also cause damage.
Seriously? wrote:Another idea I'd like to toss in here:
Require 2 Swifts and a Standard to use any Standard attack the character has, and, if it hits, make a secondary attack roll vs. another defense, probably Fortitude, with a successful hit producing a special effect, i.e., disarm, stun/daze, knock prone, etc.
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