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Hit Locations & House Rules
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Rollenspiel
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PostPosted: Thu Dec 06, 2012 3:45 am    Post subject: Reply with quote

To me graphic descriptions/mechanics for wounds, maiming, targetting of sundry bits, &c. seem to run starkly against the grain of pulp action (e.g. SW and its predecessors Buck Rogers and Flash Gordon), where the arch-villains and faceless mooks, once hit by the valiant heroes, merely slump over without Peckinpah-ish arterial spray to mess things up. YMMV. Smile
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CRMcNeill
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PostPosted: Sat Dec 15, 2012 3:08 am    Post subject: Reply with quote

I'm currently working on a Warhammer 40K tech conversion, writing up D6 stats for various WH40K items, and I came across something that applies here. It's a WH40K wound chart that specifies the results of damage to specific areas, so here is the conversion:

First, roll for the random location on the RAW chart:
    1: Head
    2-3: Torso
    4: Arms (Roll again: 1-3 Left Arm 4-6 Right Arm)
    5: Left Leg
    6: Right Leg

Alternately, at +1 level of difficulty, the character may select a specific location to target.

Then compare the results to the following tables. All listed damage is in addition to the RAW damage results:

Head - Additional -1D penalty to all actions.

Torso -
    Wounded - -25% Move
    Incapacitated - -50% Move
    Mortally Wounded - -75% Move

Arm
    Wounded - Additional -1D for any skills requiring the use of that arm.
    Incapacitated - Arm is badly mangled and cannot be used at all until healed (-4D to all physical skills requiring the use of that arm).
    Mortally Wounded - Arm is hopelessly mangled, and must be amputated and replaced (-4D to all physical skills requiring the use of that arm).

Leg
    Wounded - -25% Move
    Incapacitated - Leg is badly mangled and cannot be used at all until healed (-75% Move)
    Mortally Wounded - Leg is hopelessly mangled and must be amputated and replaced (-75% Move)


Note: All Move penalty percentages stack, so a character who has been Wounded in both the Left Leg and the Torso combines the two -25% Move penalties for a total penalty of -50%. A character whose Move penalty is at or above 100% is immobile and must be carried.
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Lancil
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PostPosted: Sat Dec 15, 2012 7:32 am    Post subject: Reply with quote

I love crmcneill chart. The only thing I would change is I woulld use the wild die as my "Hit location die". Just reverse the numbers.

6 head
5-4 torso
3 arms
2 r.leg
1 l.leg

This would make head shots particularly devastating Twisted Evil
Quote:
Mortally Wounded - Arm is hopelessly mangled, and must be amputated and replaced (-4D to all physical skills requiring the use of that arm).


And I would just make the arm useless here. (no -4d)
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CRMcNeill
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PostPosted: Sat Dec 15, 2012 10:07 am    Post subject: Reply with quote

Lancil wrote:
Quote:
Mortally Wounded - Arm is hopelessly mangled, and must be amputated and replaced (-4D to all physical skills requiring the use of that arm).


And I would just make the arm useless here. (no -4d)


Yes, but "useless" provides no guidelines as to how it affects skill use. -4D was something of an extrapolation; page 93 of the R&E rulebook states that Complete Darkness provides a +4D cover bonus when being shot at. For a while, when trying to calculate the effects of Blindness, I've used a -4D penalty to all actions, based on the cover bonus. When trying to come up with a penalty for a limb being rendered useless, I just used the same number. However, I am open to suggestions.
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garhkal
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PostPosted: Sat Dec 15, 2012 3:43 pm    Post subject: Reply with quote

True blindness does give -4.. but if someone has a high enough skill level they can still try.
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CRMcNeill
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PostPosted: Sat Dec 15, 2012 9:49 pm    Post subject: Reply with quote

garhkal wrote:
True blindness does give -4.. but if someone has a high enough skill level they can still try.


That's what I figured; if someone with, say, 8D space transports is trying to fly a space transport with one badly mangled arm, he can still do it, but with one arm out of commission, he suffers a -4D penalty, dropping his space transports skill to 4D.
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garhkal
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PostPosted: Sun Dec 16, 2012 2:18 am    Post subject: Reply with quote

On that subject, what penalty would be assigned to someone operating with only one eye? Blown eardrums?
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CRMcNeill
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PostPosted: Sun Dec 16, 2012 2:24 am    Post subject: Reply with quote

garhkal wrote:
On that subject, what penalty would be assigned to someone operating with only one eye? Blown eardrums?


You read my mind. That's coming up next, although I am open to suggestions.
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CRMcNeill
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PostPosted: Sun Dec 16, 2012 2:44 am    Post subject: Reply with quote

The chart I'm working off of from WH40K Rogue Trader offers the following damage options:

1-2 - Eye. Character is blinded in one eye (1=Right, 2=Left). -2D to all skills requiring unimpaired vision*.
3-4 - Ear. Character is deafened in one ear (1=Right, 2=Left). -2D to all skills requiring unimpaired hearing*.
5 - Nose / Face. Character's face is hideously scarred. -2D to all skills requiring social interaction.
6 - Mouth. Characters mouth is badly mangled. Character must roll Languages at -2D for all efforts at verbal communication.

*Penalties are cumulative if the character suffers the same wound twice.

I'm figuring that these rolls would only come into play as follows: with a Head damage result, use the following chart:

Wounded - Additional -1D penalty to all actions.
Incapacitated - Roll on above chart for head damage, but damage can be repaired as normal for healing.
Mortally Wounded - Roll on above chart for head damage, but damage is irreparable, and the character must receive cybernetic replacements or just learn to get by.

Thoughts?
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garhkal
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PostPosted: Sun Dec 16, 2012 4:46 pm    Post subject: Reply with quote

as someone who 'as part of military field first aid' training, having an ear drum burst affects balance very much, not just 'hearing aspects'.. So i'd suggest for being deafened/eardrum burst at least a -3d to dex.
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Esoomian
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PostPosted: Sun Dec 16, 2012 4:55 pm    Post subject: Reply with quote

garhkal wrote:
as someone who 'as part of military field first aid' training, having an ear drum burst affects balance very much, not just 'hearing aspects'.. So i'd suggest for being deafened/eardrum burst at least a -3d to dex.


Assuming of course the species uses it's ears for balance. Aquatic species and the like may not.
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CRMcNeill
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PostPosted: Sun Dec 16, 2012 11:12 pm    Post subject: Reply with quote

Esoomian wrote:
garhkal wrote:
as someone who 'as part of military field first aid' training, having an ear drum burst affects balance very much, not just 'hearing aspects'.. So i'd suggest for being deafened/eardrum burst at least a -3d to dex.


Assuming of course the species uses it's ears for balance. Aquatic species and the like may not.


Hmmm. I think I'm going to leave it as is and allow players and GMs to decide the degree to which the effect extends, and which skills it affects.
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garhkal
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PostPosted: Mon Dec 17, 2012 6:34 pm    Post subject: Reply with quote

Esoomian wrote:
garhkal wrote:
as someone who 'as part of military field first aid' training, having an ear drum burst affects balance very much, not just 'hearing aspects'.. So i'd suggest for being deafened/eardrum burst at least a -3d to dex.


Assuming of course the species uses it's ears for balance. Aquatic species and the like may not.


True some species may not be akin to humans in having balance linked to hearing..
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