Head Strikes

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ThrorII
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Head Strikes

Post by ThrorII »

OK, the C&C PHB gives each helm style an AC value (+1 to +7), with an asterisk that says that helm ac is only against head strikes. There are no RAW for head strikes, meaning it is a CK decision.

I seemed to remember that a head shot is -4 to hit. I think it was one of the Troll's house rules. Either way, -4 to hit (20% difficulty increase) seems fair.

I'm thinking about adding a combat manuever to the game: head strikes.
HEAD STRIKE
Prerequisite: must be armed with a weapon
To Hit: as normal melee attack
Defender AC: 14 +dex modifier +helm ac
Result: A successful head strike does maximum damage [a normal crit in our game] and the defender is stunned 1d4 rounds.

Should the attacker miss, the defender is allowed an automatic attack against him.

Does this sound fair? How does anyone else handle this?

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Post by serleran »

It matters in my games only when someone is using a vorpal, err, featheredged sword as the AC comparison is made thusly against the head class and not the general, overall, so it behooves one to at least try to wear a helmet when thinking of facing head-cutting weapons. Oh, and some creatures, like the Wrath Elemental, can decapitate too.
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Go0gleplex
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Post by Go0gleplex »

There is also the common sense rule. If the attacker is above the defender...they are likely raining blows down upon the head of the defender in most cases, hence the application of the Head AC.

Then there is the green slime dripping...darkmantles, and other creatures that attack from above. Add to all of that, the potential of specific traps and it becomes a relevant issue.

If you feel you need to add some sort of rule for it, enjoy. Myself. I'll stick to the common sense rule and forego additional baggage.
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koralas
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Re: Head Strikes

Post by koralas »

ThrorII wrote:
OK, the C&C PHB gives each helm style an AC value (+1 to +7), with an asterisk that says that helm ac is only against head strikes. There are no RAW for head strikes, meaning it is a CK decision.

I seemed to remember that a head shot is -4 to hit. I think it was one of the Troll's house rules. Either way, -4 to hit (20% difficulty increase) seems fair.

I'm thinking about adding a combat manuever to the game: head strikes.
HEAD STRIKE
Prerequisite: must be armed with a weapon
To Hit: as normal melee attack
Defender AC: 14 +dex modifier +helm ac
Result: A successful head strike does maximum damage [a normal crit in our game] and the defender is stunned 1d4 rounds.

Should the attacker miss, the defender is allowed an automatic attack against him.

Does this sound fair? How does anyone else handle this?

What about Monks, they don't need a weapon. In fact, I'd probably drop the weapon requirement all together, why couldn't one punch someone in the nose and stun them?

The stun is something else I'd probably modify and make it specific to the type of attack. i.e. blunt=stun, piercing=chance of taking out an eye, slashing=maybe taking off an ear or an eye 50/50 chance. Loosing and eye or ear can come with many penalties, some to hit, perhaps to ac, etc. There should be a save to avoid the stun (con), or the putting out of eye or removal of ear (dex), perhaps modified by 50% of damage done.

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Joe
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Post by Joe »

Just call is "Called Shot" and incorporate it as a more general rule.

-4 to hit with modifiers added as per GM's discretion.

I would let the player determine what they were trying to do. A mace would ring your bell, where a stilleto may just pop an eye out.

Maybe thats too much detail for what your going for but I have had players try it.
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Omote
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Post by Omote »

I've done this a couple of different ways in my games over the years. Currently, a head strike is difficult (usually -6 to hit in my games) to make and if successful the players roll a die.

Double Damage

Stunned 1d6 rounds

Deafened 1d6 rounds (6=permenant)

Blinded 1d6 rounds (6=permenant)

Max damage and 1d2 CHA damage

Max damage and 1 CHA "drain."

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Ogre
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Post by Ogre »

I remove it entirely, helms are part of armor.

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Post by serleran »

Does that mean you do not allow wizards to wear leather skullcaps?
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Post by zombiehands »

I would make the stun just one round since stunning is a monk ability
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ThrorII
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Post by ThrorII »

Joe wrote:
Just call is "Called Shot" and incorporate it as a more general rule.

-4 to hit with modifiers added as per GM's discretion.

In a sense, it is just a -4 to hit. Base ac of 10 + (-4) is ac 14, + dex +helm ac [might as well use the helm ac table in the PHB, since they put it in there].

Thank you zombiehands for pointing out that monks can only stun for 1d4 rounds. I think I will make it a 1 round stun, so as not to outshine the expert with the class ability.

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Post by Omote »

Zombiehands does have a good point.

~O
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