Re: Targeting specific locations, difficulty and fairness issues
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This is why I like leaving that option of a random hit on the table, most of the time you don't use it, but in some instances it makes perfect sense to use it. |
Re: Targeting specific locations, difficulty and fairness issues
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Re: Targeting specific locations, difficulty and fairness issues
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This type of attack represents a precise strike at the most convenient and most easily hit target available, the "random" part of it is the determination of what that easily hit target is, not the attack itself. |
Re: Targeting specific locations, difficulty and fairness issues
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Am I overlooking something? |
Re: Targeting specific locations, difficulty and fairness issues
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The -5 to hit someone in the face or -4 to hit their foot is based on it not being convenient to do so, in real life it's much easier to hit people in the face or stomp on their feet as they move about and give you that opportunity. That random roll simply signified what is most convenient to hit that second without requiring a lot of exposition on the part of the GM. In other words, in a very narrative game I could say "Your opponent steps up to punch at you, weaving and positioning his head within easy striking distance of your fists, you're at +5 to hit his face." But most of us GMs aren't going to be that narrative and we often forget to give enough detail on realistic opportunities, so that random roll can help, sometimes. |
Re: Targeting specific locations, difficulty and fairness issues
What you're overlooking is that generally, random hit location hurts you as often as it helps you. Yes, you certainly can win the lottery and strike a hit location that's optimally affected by your weapon of choice, despite lacking the skill or refusing the accept the penalty to hit that part with a called shot. However, you can also lose. A spear hitting the arm doesn't get its ×2 wounding modifier; a leg hit that puts a gunman on the ground makes him no less dangerous to you, as being on the ground gives him no penalty to hit (p. B551) and even lets him brace (p. B364); any limb hit wastes injury beyond that needed to cripple; a lethal skull hit in a self-defense situation could have you up on charges; any hit that happens to randomly land on a more-armored area is simply less effective; and so on. Averaged out over all kinds of weapons and combats, random hits are on the whole a wash . . . they hinder the attacker as often as they help him, and are in no way a uniformly "free" advantage.
Anecdotally, players in my campaign absolutely detest random shots because the majority of the time, enough body blows to drop someone to 0 HP is the goal. Throwing a big, potentially fight-ending shot, rolling the dice, and hearing, "Okay, you crippled his hand" . . . well, that isn't a good thing. I've never seen random hit locations consistently work out better than torso hits. |
Re: Targeting specific locations, difficulty and fairness issues
Thats kinda what I like about the Millennium's end system you pick your target and how well you rolled decides how close to that target you hit. and it might hit open air or it might hit a hit location on the completely opposite end of the body.
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Re: Targeting specific locations, difficulty and fairness issues
Aces and Eights does this as well, it's one of the few things I thought was good about that game. Too bad it's otherwise generally unplayable, IMO.
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Re: Targeting specific locations, difficulty and fairness issues
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Thanks for the great help! |
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Cutting is probably the most random-target friendly damage type. |
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