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Why are Hit Locations So Fucked?

Started by RPGPundit, October 09, 2009, 02:39:14 PM

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The Shaman

Quote from: RPGPundit;337703In the former, you are basically ALWAYS taking called shots, and statistically your best shot of hitting is always going to be to the torso.
In Flashing Blades all shots are called as well: you pick your location, then roll two dice, with the result closest to the location you picked being where your blow or shot lands. The hit table is weighted toward torso (chest and flank) hits.
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GnomeWorks

Quote from: The Shaman;337772In Flashing Blades all shots are called as well: you pick your location, then roll two dice, with the result closest to the location you picked being where your blow or shot lands. The hit table is weighted toward torso (chest and flank) hits.

That's a neat solution.
Mechanics should reflect flavor. Always.
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kryyst

Quote from: RPGPundit;337703The games I've seen where hit locations more or less worked were Aces & Eights, and WFRP.

In the latter, you cannot make called shots, and hit location only starts to matter after the person is at zero wounds.
RPGPundit

Minor point, you can make called shots in WFRP (at least in 2nd ed, I can't remember the 1st ed rule specifically).  The reason for allowing called shots are two-fold.  First in the pre-crit stage it's primarily as a way of bi-passing armour.  In the crit stage not only could it be to bi-pass armour and therefor do a better crit, but because a crit to the head is generally more impairing then a crit to the arm.

To do a called shot in WFRP you take a -20 penalty to your attack.   Which generally means most people won't be making called shots until they are very skilled or they are in a position of advantage to help offset the penalty.
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The Shaman

Quote from: GnomeWorks;337789That's a neat solution.
It's a slick system.
On weird fantasy: "The Otus/Elmore rule: When adding something new to the campaign, try and imagine how Erol Otus would depict it. If you can, that\'s far enough...it\'s a good idea. If you can picture a Larry Elmore version...it\'s far too mundane and boring, excise immediately." - Kellri, K&K Alehouse

I have a campaign wiki! Check it out!

ACS / LAF

aramis

#49
Quote from: kryyst;337790Minor point, you can make called shots in WFRP (at least in 2nd ed, I can't remember the 1st ed rule specifically).  The reason for allowing called shots are two-fold.  First in the pre-crit stage it's primarily as a way of bi-passing armour.  In the crit stage not only could it be to bi-pass armour and therefor do a better crit, but because a crit to the head is generally more impairing then a crit to the arm.

To do a called shot in WFRP you take a -20 penalty to your attack.   Which generally means most people won't be making called shots until they are very skilled or they are in a position of advantage to help offset the penalty.

WFRP1 had strike to injure: adjust location hit by ±10 if you called "Strike To Injure" before rolling to hit and had the skill of the same name.

I prefer it to the WFRP2/DH -20 for called shot.

RPGPundit

Quote from: kryyst;337790Minor point, you can make called shots in WFRP (at least in 2nd ed, I can't remember the 1st ed rule specifically).  The reason for allowing called shots are two-fold.  First in the pre-crit stage it's primarily as a way of bi-passing armour.  In the crit stage not only could it be to bi-pass armour and therefor do a better crit, but because a crit to the head is generally more impairing then a crit to the arm.

To do a called shot in WFRP you take a -20 penalty to your attack.   Which generally means most people won't be making called shots until they are very skilled or they are in a position of advantage to help offset the penalty.

I don't recall that.
Thank god none of my WFRP players ever knew that.

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kryyst

Quote from: aramis;337844WFRP1 had strike to injure: adjust location hit by ±10 if you called "Strike To Injure" before rolling to hit and had the skill of the same name.

I prefer it to the WFRP2/DH -20 for called shot.

Different strokes.  I actually prefer the 2nd ed way of  -20 for a called shot and having Strike to Injure increase the crit.  There is also a talent in 2nd (though I don't remember if it's in WFRP, DH or both) that allows you to effectively ignore the -20 modifier for making a called shot.
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kryyst

Quote from: RPGPundit;338021I don't recall that.
Thank god none of my WFRP players ever knew that.

RPGPundit

The Devil is in the details and that holds freakishly true in WFRP.  Suddenly generally unskilled low level characters can be freakishly effective when they use tactics and teamwork.
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