[Ed4] Called Shot

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Mataxes
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Re: [Ed4] Called Shot

Postby Mataxes » Sat May 14, 2016 12:20 pm

Earthdawn doesn't use hit locations to determine normal damage. The damage/armor system is largely abstracted (by design).

It may not be "realistic" but if you are going to bring in called shots as a way to increase damage based on hit locations (whether to ignore armor or whatever), then you probably need to start using different (and more complex) modifiers based on what you're trying to do. Trying to hit somebody's unarmored head is harder than, say, trying to hit their leg to knock them down/hinder movement/etc.

If you want that sort of thing in your game, fine, but it isn't something I'm planning on seeing blanket supported in an official product. More likely there will be (as shown with special maneuvers) exploits and benefits that can come from using called shot. Some of these might even allow for increased damage.
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Re: [Ed4] Called Shot

Postby Razan_GM » Sat May 14, 2016 1:29 pm

As penalty from using Called Shot can be adjusted by GM, p. 384 "At the gamemaster’s discretion, more difficult shots may incur a higher penalty." Its not really a problem to let characters use it with penalty of -5, -7, -9 and so on.

As my players are really demanding (and use common sense) , and we all been in medieval reenacting, its natural for us that taking hit in place with no armor is worse. Thats how plate armors were invented. Not really need for any additional rules.

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Re: [Ed4] Called Shot

Postby Mataxes » Sat May 14, 2016 2:17 pm

If it works for you and your group, great. Far be it from me to tell people how to handle things at their table.

Part of the reason for changes to the way armor defeating hits worked in ED4 was the distinct advantage of high Dex/Attack steps vs armor. Now there's a little better parity -- heavy armor is actually a more viable tactic. Allowing called shots to ignore armor shifts that advantage back.
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Re: [Ed4] Called Shot

Postby Razan_GM » Sat May 14, 2016 2:43 pm

And now it works great, armor gives good protection but thanks to included Called Shot option players have realistic fight options which isnt game breaking as GM can adjust penalty. Now my friend playing Weaponsmith wearing plate armor (25 armor) is really happy, in Ed3 he was getting Armor defeating hits so often because of low PD.

But when he isnt wearing helmet he knows that arrow/bolt to the head will hurt him bad, just like in RL.

"Allowing called shots to ignore armor shifts that advantage back." Its not ignoring armor if armor isnt there, just makes game realistic, makes Players and GM to think more about using more possibilities like covers (simple chair will protect your legs if your chainmail is short) and not letting to abuse armor ratings - my magical helmet gives me 30 armor, im not going to wear anything else....

Its all about adjusting Called Shot penalty, but thats exactly what GM is for judging and making game fun.

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Re: [Ed4] Called Shot

Postby Mataxes » Sat May 14, 2016 3:54 pm

Like I said, if it works for you and yours, have fun!
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Re: [Ed4] Called Shot

Postby ArcadianRefugee » Sat May 14, 2016 5:54 pm

Just remember: it works both ways. Any trick the PCs can use the NPCs can use right back.

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Re: [Ed4] Called Shot

Postby Dougansf » Tue Jun 21, 2016 11:06 am

This brings up another issue: If you can't use Called Shot to avoid armor, then why would a T'skrang every pay the extra money to armor their tail?

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Re: [Ed4] Called Shot

Postby etherial » Tue Jun 21, 2016 11:56 am


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Re: [Ed4] Called Shot

Postby Dougansf » Tue Jun 21, 2016 12:01 pm

I get all that.

But what's the point of offering an option, if it makes no difference?

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Re: [Ed4] Called Shot

Postby etherial » Tue Jun 21, 2016 12:15 pm



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