aiming at specific parts...
- Rob-hin
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The game is perfectly realistic.... in the d&d world.
Everything reacts just as it would in real life, obviously. If not, you wouldn't know what to expect when something happends. So it's a realistical fantasy world.
I thinkt that, if they could make a rule about called shots that was both realistic AND balanced, they would have.
Everything reacts just as it would in real life, obviously. If not, you wouldn't know what to expect when something happends. So it's a realistical fantasy world.
I thinkt that, if they could make a rule about called shots that was both realistic AND balanced, they would have.
Guinness is good for you.
Gives you strength.
Gives you strength.
Re: and they will...
because that would make the game tedious (like Apocalypse) and unbalancing. Balanced rules wouldn't be realistic. For example: A realistic effect for a headshot would be death or blindness, but that's uber-powerful. A balanced effect would be dazed fro 1 round, but that would be unrealistic ("what do you mean I 'wack' him with my spear?")
In Apocalypse there are hit zones. Even an ordinary dog has 27! This makes combats a severe drag.
Originally posted by bookai
they will find a way to make balanced rules, you'll see! if they made up rules for everything else, why not for called shots?
because that would make the game tedious (like Apocalypse) and unbalancing. Balanced rules wouldn't be realistic. For example: A realistic effect for a headshot would be death or blindness, but that's uber-powerful. A balanced effect would be dazed fro 1 round, but that would be unrealistic ("what do you mean I 'wack' him with my spear?")
In Apocalypse there are hit zones. Even an ordinary dog has 27! This makes combats a severe drag.
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my 2 cents:
i would say that the head is a fine object, and a +8 to AC would do, but then the head also includes a larger portion of less "fatal" targets like the cheek for instance, so i would not agree rule an "instant death" case as many would probably think... since the realism of called shots are wanted, I'll throw in the realism that that you can get a +1 critical threat range and/or a +1 cirtical multiplier; something like that.
if u want to shoot the guy between the eye or something, maybe a +16 to AC ??
PS: there is a called shot feat in 3E that i like to point out that at a -4 to hit penalty allows a character to aim at hands or legs...
i would say that the head is a fine object, and a +8 to AC would do, but then the head also includes a larger portion of less "fatal" targets like the cheek for instance, so i would not agree rule an "instant death" case as many would probably think... since the realism of called shots are wanted, I'll throw in the realism that that you can get a +1 critical threat range and/or a +1 cirtical multiplier; something like that.
if u want to shoot the guy between the eye or something, maybe a +16 to AC ??
PS: there is a called shot feat in 3E that i like to point out that at a -4 to hit penalty allows a character to aim at hands or legs...
3E...
I must say that I (unfortunately), started playing AD&D too late. It was 4/5 months ago. I almost didn't use the 3E rules... maybe for 3 weeks, than me and my friends "upgraded". I didn't know that feat, never heard of it before. about the rules, i thought wizards would rule called shots, but they just said no. disapointed... keep playing guys. that's all we can do...
I must say that I (unfortunately), started playing AD&D too late. It was 4/5 months ago. I almost didn't use the 3E rules... maybe for 3 weeks, than me and my friends "upgraded". I didn't know that feat, never heard of it before. about the rules, i thought wizards would rule called shots, but they just said no. disapointed... keep playing guys. that's all we can do...
"A wizard is never late, Frodo Baggins. Nor is he early. He arrives precisely when he means to."
- boo's daddy
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Apologies if these comments are out of synch with current rules, but...
What are insane amounts of hit points are supposed to represent? I'd always thought of this as being a high-level character's experience, resilience, luck, divine favour, whatever. So, instant-kill head shots would turn that on its head. Also, wouldn't an experienced fighter always be aiming for the most vulnerable spots anyway?
To my mind, if you wanted to implement aimed shots you'd have to adopt a RuneQuest style hit point system, with an adjusted AC or THACO for aiming at specific parts. Spells and abilities such as "called shots" would have to be modified or else they'd be too powerful.
What are insane amounts of hit points are supposed to represent? I'd always thought of this as being a high-level character's experience, resilience, luck, divine favour, whatever. So, instant-kill head shots would turn that on its head. Also, wouldn't an experienced fighter always be aiming for the most vulnerable spots anyway?
To my mind, if you wanted to implement aimed shots you'd have to adopt a RuneQuest style hit point system, with an adjusted AC or THACO for aiming at specific parts. Spells and abilities such as "called shots" would have to be modified or else they'd be too powerful.
- Rob-hin
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I agree, you aim at vital parts when you can.
If your attack hits, it'not yet determined where you hit it. It just means you roll high enough to bypass the Armor Class.
When you hit, you roll damage. If you do a lot of damage, you hit a vital spot. If you only do little damage you hit a non-vital spot, like a toe.
Experienced adventurers have lots of HP, this has many reasons. They know how to take a hit, are stronger then low level characters and are hardned by battle.
If your attack hits, it'not yet determined where you hit it. It just means you roll high enough to bypass the Armor Class.
When you hit, you roll damage. If you do a lot of damage, you hit a vital spot. If you only do little damage you hit a non-vital spot, like a toe.
Experienced adventurers have lots of HP, this has many reasons. They know how to take a hit, are stronger then low level characters and are hardned by battle.
Guinness is good for you.
Gives you strength.
Gives you strength.
i do not see called shots as being overwhelming in power. in fact to implement would be "real" to an extend.Originally posted by Rob-hin
I agree, you aim at vital parts when you can.
If your attack hits, it'not yet determined where you hit it. It just means you roll high enough to bypass the Armor Class.
When you hit, you roll damage. If you do a lot of damage, you hit a vital spot. If you only do little damage you hit a non-vital spot, like a toe.
reason: in battle you will aim to deal as much damage to the opponent. similiarly, the opponent will try to take as little damage as you can deal out. as AC in ADND consists of dodging the blows etc.. everything to make you miss your attack. so aiming at specific parts will increase the AC of your opponent since you do not want to hit anywhere else. I always see a normal "uncalled" attack as being "i'll just swing my sword in your general direction and see where it hits" sorta thing, with better attack bonuses improving the swing in the general direction" to "swing it at your open/currently undefended spot".
following this, the threat range for aiming at more vulnerable locations, like the head/groin should increase as well as the critical multiplier. the standard threat range and crit multiplier being "balance" for a "you may hit the head instead of just the torso" cases. it is still just better threat and crit, not instant death or blindness since you can still hit the armor/clothes or slightly off to one side where it is not critical...
so, u will have cases where you are facing extremely high HP opponents who has barely the basic concept of brawling in which u can play your experience and skill in combat to make a "calculated" hit, which i doubt that anyone will try against an opponent considered an equal in combat prowess, since he wll allow no such weakness revealed, though another warrior of equal skill can find such "openings"
I agree, and would like to add that on top of that, a seasoned warrior is proably also better at moving that fraction on an inch avoiding a fatal wound than a mage of the same level; but still takes the punishment as while avoiding a fatal blow, doesn't mean he actually didn;t get badly hurt.Experienced adventurers have lots of HP, this has many reasons. They know how to take a hit, are stronger then low level characters and are hardned by battle.
ahh...rantings. just my 2 cents.
Originally posted by shift244
so, u will have cases where you are facing extremely high HP opponents who has barely the basic concept of brawling in which u can play your experience and skill in combat to make a "calculated" hit, which i doubt that anyone will try against an opponent considered an equal in combat prowess, since he wll allow no such weakness revealed, though another warrior of equal skill can find such "openings"
And sometimes you will be facing the goblin sorceror who can cast true strike. Aw, shucks.
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