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Which hit location table you like most? |
Original R&E 1D |
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0% |
[ 0 ] |
REUP 2D |
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0% |
[ 0 ] |
Tupteq's 1D |
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8% |
[ 1 ] |
Tupteq's 2D |
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0% |
[ 0 ] |
Other |
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41% |
[ 5 ] |
I'm not using random hit locations |
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50% |
[ 6 ] |
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Total Votes : 12 |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Tue Apr 02, 2019 11:43 am Post subject: Random Hit Location |
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It's been a while since my last posting here, so hello to everyone
I'm working on overhaul of my house rules in Star Wars and one of things I'm working on is random hit location table. My point is to direct most hits to torso, with average chance of hitting limbs and slight (but not improbable) chance of hitting head. I read couple of related topics here and also REUP (which includes result 1 on 2D ) and as usual I came up with my own solution. I have two tables in mind, one simpler (1D), and one more complex (2D).
Table one, slightly modified table from R&E:
Code: |
1D Location
1 Head
2 Arm
3-5 Torso
6 Leg
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This one is simple, similar to original one from R&E. It generally goes from top to bottom. 50% hits are in torso which was my point (it's sensible to have armor there, but it doesn't give you 100% warranty).
Pro of this one is simplicity (easy to remember). Cons are quite hight probability to hit the head and requirement to roll once again to determine if left or right limb was hit.
Second table (2D):
Code: |
2D Location
2 Skull
3 Left Arm
4 Left Leg
5-9 Torso
10 Right Leg
11 Right Arm
12 Face
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Thank to symmetrical construction probabilities for left and right limbs are equal. Probabilities: 1/18 head, 1/9 arm, 1/6 leg, 2/3 torso. Even more torso-oriented (but still there's a probability to get hit to other body part).
Pros are better probabilities and more details (torso could be divided even further), con is the complexity.
What you think? |
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Tue Apr 02, 2019 12:02 pm Post subject: |
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Hi, Tupteq! While I don't use hit locations in Star Wars, there is already a D6 hit location table ready to go from Battletech. The column used depends on which side of the target the shooter is facing. Hopefully that helps. _________________ Aha! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Apr 02, 2019 12:20 pm Post subject: |
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Of the methods shown, I prefer the 1D version, but absent some form of special damage result for taking a hit in the head or limb, there isn't much point to it beyond narrative (GM: "You take hit in your {rolls dice} left leg.") If there were specific penalties for getting hit in specific parts - such as an additional penalty when performing an action requiring the use of the injured limb, or a Move penalty for getting hit in the leg, I'd see it being more useful. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Apr 02, 2019 12:40 pm Post subject: |
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I typically throw 1d12.
1 = Head
2 = Chest
3 = Left Shoulder/Upper Arm
4 = Right Shoulder/Upper Arm
5 = Left Lower Arm/Hand
6 = Right Lower Arm/Hand
7 = Gut
8 = Groin
9 = Upper Left Leg
10 = Upper Right Leg
11 = Lower Left Leg
12 = Lower Right Leg _________________ RR
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Tue Apr 02, 2019 2:04 pm Post subject: |
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I have a hit location die. It came in handy when the group stole a pair of All Terrain Defense Turrets and they kept getting hit in the ammo bunker (which was the crotch location on the die.). |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 02, 2019 3:56 pm Post subject: |
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CRMcNeill wrote: | Of the methods shown, I prefer the 1D version, but absent some form of special damage result for taking a hit in the head or limb, there isn't much point to it beyond narrative (GM: "You take hit in your {rolls dice} left leg.") If there were specific penalties for getting hit in specific parts - such as an additional penalty when performing an action requiring the use of the injured limb, or a Move penalty for getting hit in the leg, I'd see it being more useful. |
Agreed.. Should being shot say in the arm, impose a -1d penalty to using that limb? What of being shot in a leg?? IMO we'd really need some more stuff for that, to really justify what effect being hit in a location gives.. _________________ Confucious sayeth, don't wash cat while drunk! |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Tue Apr 02, 2019 4:50 pm Post subject: |
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I never use a random hit location that has the head as a result. Head shots had to be called by the player. GM was never aloud to call head shots, because we had an awful GM who would only call head shots with highly skilled shooters. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Apr 03, 2019 12:16 am Post subject: |
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Speaking of called shots, I incorporated the called shot rules from the RAW into my scale system, so a head or limb shot would be considered a Small target, and would incur a -2D penalty to hit, but would get a +2D bonus to Damage.
As far as specialized Damage results for called shots, a leg shot could incur a Lost Move penalty, like with ships. Maybe a leg shot gets a -1D penalty to all actions and a Lost Move (can't run at All-Out). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Wed Apr 03, 2019 5:47 am Post subject: |
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To avoid long and messy post I'll respond to all without quoting.
Why do I want to use a random hit location table? Because of cinematic realism and to raise a tension during combat. Before creating my tables I read some criminal records and I found out that 60-78% of shots hit torso or head and only 22-40% an extremity. This justifies torso-only armor (or torso+head) as very reasonable solution.
I like the idea of choosing hit location depending on damage, but my players kind of dislike it and it doesn't take into account non full-body armor.
About difficulties and effects of hitting specific location, I found rules in D6 Space (p.82) that are rewritten without change to REUP (p.96). I don't 100% agree with them (only +1D to difficulty and +12 damage seems to be inadequate), but general idea looks OK.
Battletech hit location table - it's nice, but probabilities are dedicated to mech (higher probability of hitting an overgrown hands). As I see it looks very similar to my version of 2D (little more detailed), which convinces me to work more on my 2D table |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Apr 03, 2019 2:23 pm Post subject: |
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So what other benefits might one see from using hit locations, besides the obvious (BYPASSING ARMOR!!)..
Shooting a leg, knock down?
Shooting an arm, causes them to possibly drop their weapon.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Wed Apr 03, 2019 8:17 pm Post subject: |
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garhkal wrote: | So what other benefits might one see from using hit locations, besides the obvious (BYPASSING ARMOR!!)..
Shooting a leg, knock down?
Shooting an arm, causes them to possibly drop their weapon.. |
REUP describes negative modifiers to skills or attributes related to each location. Besides that dropping weapon (or tumble) makes sense for me too (with stamina/willpower roll to resist).
Today I discussed this subject with my players and they agreed to not use random hit locations and interpret damage result instead. Plus, we'll use special effects for called shots.
This surprised me a little bit, but I like it. Then, I'll keep my tables for future reference and maybe some rare special situations.
Thanks everyone for feedback! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed Apr 03, 2019 10:24 pm Post subject: |
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Tupteq wrote: | I like the idea of choosing hit location depending on damage, but my players kind of dislike it and it doesn't take into account non full-body armor. |
I can see that a GM just interpreting the rolls and dictating where someone was hit might not be liked by some players if the RAW rule is used about armor being damaged, because it could just seem arbitrary as to whether the armor was damaged or not. However in my game PCs rarely wear armor so it is hardly ever a consideration.
I'm not saying I never use random hit location in any circumstance. I just don't have called shots where you can choose a certain part of a character to hit, to get around armor and do more damage. You don't see that much at all in the films. Combat is pretty chaotic and it seems we mainly just see characters trying to score a hit, and most hits land on the torso. For mooks, I rule that Incapacitated results almost always land in the torso, and Killed results often hit the head. Regardless of whether they are wearing armor or not. And yes, that can damage the armor. If PCs want to use the armor, such as to masquerade as the mooks they are shooting, they will use stun which doesn't leave a blast mark or hole (what I presume Han used on the stormtroopers he called into the Falcon on the Death Star). _________________ *
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Apr 04, 2019 1:18 pm Post subject: |
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One glaringly useful scenario I can think of is, in the rare event that your PC ends up in a fight with Boba Fett, shoot him in the legs. Why? Because the full write-up on Boba Fett's armor states that the armor only protects his torso, head and arms (which is consistent with the films, as there is no visible armor plating on the Boba Fett costume in either TESB or RotJ). So aiming at his legs may be a more difficult target, but it's the difference between hitting a target with a Soak of 6D+2 or 3D+2. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Apr 04, 2019 3:14 pm Post subject: |
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CRMcNeill wrote: | One glaringly useful scenario I can think of is, in the rare event that your PC ends up in a fight with Boba Fett, shoot him in the legs. Why? Because the full write-up on Boba Fett's armor states that the armor only protects his torso, head and arms (which is consistent with the films, as there is no visible armor plating on the Boba Fett costume in either TESB or RotJ). So aiming at his legs may be a more difficult target, but it's the difference between hitting a target with a Soak of 6D+2 or 3D+2. |
The same applies to a lot of other armors.. Especially bounty hunter types, or general army types who just have flak/blast vests and helmets. _________________ Confucious sayeth, don't wash cat while drunk! |
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