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rules:call_shots

Welcome to the Called Shots rules, a flexible combat system that allows for targeted strikes during crucial moments. These guidelines provide a framework for called shots, but the unfolding narrative and the Dungeon Master's discretion are paramount. A DM may decide to grant a called shot for dramatic effect or exceptional strategy, potentially allowing for more impactful outcomes.

Eligibility for Called Shots:

  • Critical Hits: Any critical hit may be turned into a called shot.
  • Out of Combat: Damage dealt outside of the normal combat sequence can qualify for a called shot.
  • Surprise: Attacks against surprised creatures may automatically be considered called shots.
  • Finishing blow: Hits that put targets at 0 hit points tend to leave fatal wounds, you can also choose to not kill the target leaving them at one hp as if they used the sacrifice option.

Implementation of Called Shots:

  • When a player is eligible to perform a called shot, they may specify the body part they are targeting (e.g., arm, leg, head).

Effects of a Successful Called Shot:

  • The DM decides the consequences of a successful called shot based on the body part targeted and the context of the hit, with possible outcomes including but not limited to impaired movement, reduced attack capability, or disorientation.

Sacrifice Option to Avoid 0 HP:

  • A character facing an attack that would reduce them to 0 HP may choose to use the “Sacrifice” option, losing a body part to remain at 1 HP. This choice is only available if the character is conscious and can only be used once per long rest.

Balancing and DM Discretion:

  • The DM retains the authority to adjust the difficulty and outcomes of called shots to maintain game balance and to fit the narrative flow of the campaign.

Sacrifice Option to Avoid 0 HP:

  • Whenever a creature suffers damage from a call shot it is inflicted with special effects health_and_recovery

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rules/call_shots.txt · Last modified: 2024/01/11 22:08 by traff