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Old 09-28-2024, 10:46 AM   #12
EKB
 
Join Date: May 2024
Default Re: Armor up!

Quote:
Originally Posted by TippetsTX View Post
Adding a post from another thread...

Another rule that I have introduced in my game that uses the expanded armor list and framework from my intro post is called 'Finding the Soft Spot'. A figure may make a targeted attack against an armored opponent w/ the goal of hitting them someplace where the armor provides less protection. This vulnerability is harder to find or access in heavier armors so the penalty is specific to each category of armor... -3 DX when attempting this kind of strike against foes in LIGHT armor, -6 DX vs. MEDIUM armor and -9 vs. HEAVY armor. A successful strike will bypass half (rounded down) of the armor's protection. I also have talents which improve these odds.
I have a somewhat similar "Called shot to a chink in the armor" house rule, where the attacker can take a -1 Dx penalty for each point of armor bypassed, with a requirement that the called shot also be to a location, so that that penalty applies too. Thus a "called shot to the eyeslits" to bypass the 6 pt armor of a helm is a net -12 Dx: -6 Dx for the called shot to the head, plus -6 Dx to bypass the armor. (But if the attacker does hit, the attack does double damage and the targets armor doesn't stop any of that.)

My minimum called-shot-to-a-location penalty is -2 Dx for a called shot to the torso. So a called shot that bypasses chainmail or the equivalent has a net -5 Dx penalty minimum, with a successful hit bypassing the 3 points of armor but not having any special damage-doubling or limb-crippling effect.

I don't have any talents to specifically reduce called-shot penalties, but I do allow stacking of talents to increase adjDx with a given weapon to what others might call ridiculous levels. They work for me and my players however, so I've taken a few levels in a "don't care what others think" talent. ;)
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