Called Shot

Anonymous's picture

The difficulty class of a called shot should be the subject's current armor class + 10. The +10 is added to show the difficulty at striking a vulnerable spot on a well armored or quick opponent. This DC is the used to roll against instead of the AC, forcing the striking character to use a full attack action to complete the manuever.Why: I am tired of players asking to make called shots and not having anything specific for them to roll against that shows the difficulty of such an action.Pro: The DM can direct benefits personally depending on where the player wishes his character to strike on his or her foe. A dagger to the eye, for example, would cause permanent blindness and perhaps death. A short sword to the throat could cause a slow death for an opponent while a mace directed to the head could cause permanent intelligence or wisdom loss, blindness or death.Con: The problem will be the player who wishes to make every attack a called shot to gain the benefit of the above benefits.By: Shawn MuderImported from a previous version of Planewalker.com

Rhys's picture
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Joined: 2004-05-11
Pretty good rule

Monte Cook put out the Book of Iron Might (through Malhavoc) and it's pretty good for this sort of thing. You can download it (for some modest price) at his website. It's an expanded set of combat options (but not a big collection of feats, prestige classes, and equipment), but the one you'll be looking for is called Combat Maneuvers.

This new system lets players design their own special attacks. These can let you blind an opponent, tackle someone, attack someone's hand/leg, disable wings or breath weapon, or just about anything else. You design it with a formula for each benefit, and for every penalty or attack of opportunity you are willing to take, your penalty to attack becomes less.

This system is a great way to allow characters to really fight out combat. Instead of choosing the mose effective game option for the situation and describing it, you think abstractly what you want your character to accomplish and design the game option to fit that.

Daylen's picture
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Joined: 2006-04-16
Pretty good rule

the con is a very very big one. I usually just tell my players they can make a called shot and if they crit they can say where they hit and give them an effect that is equal to dealing extra dammage.

Swiftbow's picture
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Joined: 2005-08-27
Pretty good rule

I don't see why you necessarily need a hard and fast rule for this. It's easy enough to slap a ToHit penalty on the character making the shot based on what he's trying to do. A shot to the thigh is easier than one to the nose, for example.

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Daylen's picture
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Joined: 2006-04-16
Pretty good rule

with a hard and fast rule players know what to expect and dms will not be tempted or accused of anything.

Kal
Kal's picture
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Joined: 2004-05-19
Pretty good rule

a very late comment on this but the way my game does things is just to have 'Called Shot' feat as a power attack 1:1 ratio for ranged attacks.

ie players takes -5 to hit to and gains +5 on damage, simple and works pretty well

Kal

Gaidheal's picture
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Joined: 2005-04-16
Pretty good rule

If you want to allow called shots, I think this is a pretty good way to adjudicate them. I see the con as being precisely what you have stated but I also think that if it manifests you need to consider whether you have the right kind of players in your game.

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