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Dave Arneson's Hit Location System: Fixable?
#8
I posted the following on Google+:

Chris Wood Wrote:Just got to the part in "Blackmoor" that describes hit locations, and my brain melted. I love the idea of hit locations and disabling an opponent's arm so he/she/it cannot shoot missiles and such, but the thought of having to adjudicate hit locations with every single monster I have is just too much. Similarly, the random determination of where an attack strikes (appropriately) seems arbitrary. The whole point of having hit locations is to have "called shots." The ranged attacker attempts a headshot. The melee attacker attempts to sever the sword arm.

Has any body tried an alternate system, or had success with the included one?

Havard Wrote:I would limit this to critical hits (natural 20) only. Save to avoid severing limb. In Blackmoor, mechanical prothesis should be available so it wouldnt ruin your character. Just an idea Smile

Lets see:
1) Hit Locations are only rolled for if a natural 20 is rolled on the attack roll
2) If location is not covered by armor, then the blow does double damage.
3) If the location is covered by armor, that armor is now destroyed (possibly fixable, at least for magical armor)
4) If the damage dealt is equal to or more than the hits on that location, then the location is temporarily useless. Save to avoid permanently loosing limb.

Lost limbs should be easily replaced by mechanical protheses at Blackmoor University. However there may be some catch, perhaps becoming more susceptible to mind control by the Egg of Coot? :twisted:

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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