etherio Posted April 12, 2004 Report Share Posted April 12, 2004 Just sharing... We've developed a set of house rules for hit locations that works well. It's best for those who like things a bit more lethal in their games, but it's not really unbalancing. A Word file of our character sheet is attached, so you can check out our hit location chart (you'll need to, in order to follow this). Here's how it works: Same as normal, except that every time a character attempts a targetable attack, he chooses a specific hit location from the chart. (If he fails to choose, the default is location 11.) If he succeeds by the "Auto Hit" number for that location (the "to hit" mod for targeting that location in the normal rules), then he hits the location he chose. If he succeeds, but not by that number, then he rolls for hit location. His roll is modified by the "Mod" number for the location he targeted, and the result is the actual location hit. What the "Mod" does is center the bell curve on the targeted location. A modified number that is off the chart (less than 3 or greater than 18 for most attacks) is a miss. You aimed too high or low, basically. There are no "high shot" or "low shot" maneuvers in this system. For attacks that are inherently high or low (such as a punch or a non-martial kick), use the appropriate column. For punches and the like, roll 2d6 with the "Mod" number; for kicks and such, roll 2d6/2 with the "Mod" (no, not 1d6, we need a distribution curve). This might seem weird at first, but it's easy and fun. Try this alternative next time you play a scenario that uses hit locations. I bet you'll like it. Ciao. Editing: I removed the attachments from this post. Zornwil has graceously hosted the info on his house rules page at http://www.realschluss.org/disavowed/house_rules/ Quote Link to comment Share on other sites More sharing options...
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