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Scripted called shot expanded discussion

ok, so I have moved over trip(knockdown) and disarm feats over to scripted versions that follow 3.5 and removed discipline skill (next hr base release). This only leaves called shot to move over to scripted version. I just have some thoughts on expanding it to other body parts and or changing the effects and maybe even adding an improved called shot(increased effect, duration). I just here to get some thoughts on the subject like what do most of you think of the nwn hard-coded version? Do you think it a good feat (what would you change and or add)?

Comments

  • FreshLemonBunFreshLemonBun Member Posts: 909
    Called Shot can be fun because the effects stack and can be used to slow an enemy down to a crawl but that wouldn't be D&D rules legal for any hypothetical ability since the effect should only apply once. I believe there are some suggestions for critical hits to specific body parts, it's probably in the Dungeon Master's Guide. Otherwise I would suggest taking a look at the Pathfinder PFSRD instead for rules on called shots and upgrades.
  • ShadowMShadowM Member Posts: 573
    edited May 2020
    Called Shot can be fun because the effects stack and can be used to slow an enemy down to a crawl but that wouldn't be D&D rules legal for any hypothetical ability since the effect should only apply once. I believe there are some suggestions for critical hits to specific body parts, it's probably in the Dungeon Master's Guide. Otherwise I would suggest taking a look at the Pathfinder PFSRD instead for rules on called shots and upgrades.

    I look in all the basic D&D books and did some looking on the web. I found this link to pathfinder that seem to match what Bioware/BD did with and using it as a baseline. I have added called shot head and called shot chest to the scripted version and improved version. I thinking more of toggled effect then fire on hit(just easier on the work), but could do a lot of sub-routine spell.2da for engine work around that will act more like the default.
    LINK
  • ShadowMShadowM Member Posts: 573
    Type of Feat: General
    Prerequisite: Base attack bonus of +1 or higher.
    Specifics: Allow you to toggle combat maneuvers that will cause an effect to the target base on the body part hit. You may only have one toggle on at a time and when you toggle any of the maneuvers there is an AOO.
    Improved Called Shot: Requires this feat and Combat Expertise (13 int).
    Improved Called Shot Benefit: No AOO, +2 rounds for effects, +2 DC, attack penalties are reduced by 1.

    ARM:
    Toggle on you: -4 to attack, slow effect.
    On Hit: The target must make a fortitude saving throw vs a DC of it's AC + your base attack bonus.
    On Failure: -2 attack, -2 Saving Throws, -2 Skill checks, -2 Ability checks for 4 rounds.

    LEG:
    Toggle on you: -4 to attack, slow effect.
    On Hit: The target must make a fortitude saving throw vs a DC of it's AC + your base attack bonus.
    On Failure: 20% decrease in speed, -2 dexterity for 4 rounds.

    HEAD:
    Toggle on you: -6 to attack, slow effect.
    On Hit: The target must make a fortitude saving throw vs a DC of it's AC + your base attack bonus.
    On Failure: Sickened (-2 attack, -2 saving throws, -2 skills, -2 to damage) for 4 rounds

    CHEST:
    Toggle on you: -6 to attack, slow effect.
    On Hit: The target must make a fortitude saving throw vs a DC of it's AC + your base attack bonus.
    On Failure: Fatigued (-2 strength, -2 dexterity, 20% decrease in speed) for 4 rounds
  • CalgacusCalgacus Member Posts: 273
    I was thinking of something similar but I was thinking of going with special effects dependent on the weapon used. For head shots a rapier might temporarily blind, a hammer might daze, etc. Might also add in relevant immune creatures - eg called shot on the legs of a gelatinous cube.
  • ShadowMShadowM Member Posts: 573
    Calgacus wrote: »
    I was thinking of something similar but I was thinking of going with special effects dependent on the weapon used. For head shots a rapier might temporarily blind, a hammer might daze, etc. Might also add in relevant immune creatures - eg called shot on the legs of a gelatinous cube.

    Well it now in scripted form so you can script it anyway you want (next release). Thanks about the immune, I forgot to put that in. All creatures with immunity to critical are also immune to called shot.
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