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Old 06-12-2019, 04:17 PM   #10
Varyon
 
Join Date: Jun 2013
Default Re: Advantage that only applies to a hit location

Quote:
Originally Posted by malloyd View Post
Keep in mind that should you do this, you are going to start running into all sorts of edge cases that are going to need additional rulings. The one that immediately comes to mind here is how do you split up damage that applies to the entire body - the dragonfire burnt the entire front of your body but only your arms heal faster, so....

Look at how the rules for DR expand from a very simple rule (subtract DR from any damage roll) to stuff like how much DR applies to eyeslits, chinks in armor, large area injury, sealed vs. unsealed.... The rules for DR have already been worked out for you long ago, but for most other stuff you're going to have to make it up. Be prepared for that.
Yeah, Large Area Injury is potentially problematic for something like Regeneration (Arms Only). With that said, it probably wouldn't be terrible to simply multiply the injury by the relative surface area of the quickly-regenerating area to determine how much of the injury benefits from Regeneration. You could technically extend this for determining if limbs/extremities were crippled by the attack. If doing so, you may be able to do away with the simplification of the default Large Area Injury rules (use average of Torso DR and the DR of the worst-protected location) - roll damage normally, assess it against each hit location's DR separately, then multiply the resulting injury by relative surface area (you'd want to keep a chart for surface area handy - or better yet, a spreadsheet that lets you plug damage in and get injury). So, say a character wearing DR 5 plate on the Torso, a DR 4 plate vambrace (2/6 protection) on the right arm, and DR 3 mail everywhere (including under the plate on the Torso and forearm), and gets hit by an area-effect fireball that deals 8 burn. The Torso takes no damage, the forearm would have 1 point of penetrating damage, the Skull would have 3 points of penetrating damage, and everywhere else would have 5 points of penetrating damage. Starting from the top, that's (3*4*0.066=)0.79 injury to the Skull; (5*0.033=)0.16 injury to the Face (from these, we can infer the Eyes didn't take enough injury to risk crippling); (5*0.017)0.08 injury to the Neck; 0 damage to the Torso; (5*4/6*0.082=)0.27 injury to the right shoulder/upper arm/elbow; (1*2/6*0.082=)0.03 injury to the right forearm; (5*0.082=)0.41 injury to the left Arm; (5*0.016=)0.08 injury to each Hand; (5*0.16=)0.82 injury to each Leg; and 0.08 injury to each Foot (same surface area as Hand). That's insufficient to cripple anything, and works out to total penetrating injury of (0.79+0.16+0.08+0.27+0.03+0.41+2*0.08+2*0.82+2*0.0 8=)4 injury total. Interestingly, this is more damaging than you'd see using the normal rules - using the average of Torso DR (8) and the lowest DR (3), for 5.5, round up to 6, means only 2 injury.

Of course, even with a chart of % body coverage, this probably wouldn't be a terribly quick calculation, so you wouldn't want to do it without some sort of assistance from a spreadsheet or similar. Much less problematic if you do the RAW way (average Torso and lowest), then just multiply by % coverage (in the above case, 2*0.082=0.164, so too little injury to even bother with the effects of one-arm Regeneration).
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