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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Wed Sep 26, 2012 7:56 am Post subject: Hit Location |
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Thinking of adding a Hit Location roll.
OK, so I recognize that this is not Fast, but it's something my group likes and we miss from DL Classic rules. We also have these neat d12's that have a stick figure man with hit locations:
two for each arm
two for each leg
three for torso
one for head
I'm thinking of using it in my next game with the following rules (replacing the standard -1 to rolls and pace per wound):
- Four wounds total still results in Incapacitation, doesn't matter how those wounds are spread out.
- Penalties:
Arm: -1 to all rolls, -2 to any rolls involving the wounded arm (per wound)
Leg: -2 pace (per wound) [If someone's pace is reduced to 0 then they can only move by spending an action to run d6", or be carried]
Torso: Standard -1 to all rolls and pace (per wound)
Head: -2 to all rolls (per wound)
I'm planning to make up little cards to give people as reminders ("Congratulations! You just received a HEAD wound, here's what you get...")
So here are the questions:
1. Do the penalties seem fairly balanced, given the locations hit?
2. What about cover? I was thinking of two options:
A. If an attack hits (after penalties) and would hit a location blocked by cover, then the hit defaults to the torso.
B. Remove the penalties for firing at someone in cover, but if the location rolled is behind cover, then the target gets armor as per the Obstacles rule
I'm leaning toward B because it seems more realistic and may encourage people to think about called shots, etc. a little more (my group rarely tries called shots, considering the risk not worth the reward). |
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kronovan Veteran
Joined: 01 Mar 2011 Posts: 678
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Posted: Wed Sep 26, 2012 10:30 am Post subject: Re: Hit Location |
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I think your system is doable, but it'll definitely cut down on some of the FFF of gameplay. From your comments you're aware of that though, so no problem if you're willing to make that sacrifice.
| chillburn wrote: | | Leg: -2 pace (per wound) [If someone's pace is reduced to 0 then they can only move by spending an action to run d6", or be carried |
Is your intent here to use the run play mechanic for another purpose, like a staggering walk? If not, I have a problem visualizing how someone with wounds to their legs could run.
| Quote: | 2. What about cover? I was thinking of two options:
A. If an attack hits (after penalties) and would hit a location blocked by cover, then the hit defaults to the torso.
B. Remove the penalties for firing at someone in cover, but if the location rolled is behind cover, then the target gets armor as per the Obstacles rule [/list]
I'm leaning toward B because it seems more realistic and may encourage people to think about called shots, etc. a little more (my group rarely tries called shots, considering the risk not worth the reward). |
I think option B is really your only choice if you want to maintain some form of cover in gameplay, but I think its less than ideal. The -1 to -4 penalty is much more of a factor on a To-hit roll than an obstacle bonus is to toughness. That will depend a lot though on what they're taking cover behind and what damage their foe can deal. |
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Ogma Heroic

Joined: 21 Aug 2007 Posts: 1304 Location: The Portland Shanghai Tunnels
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Posted: Wed Sep 26, 2012 10:36 am Post subject: |
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Like most of us, I want my SW games to be "Fast", "Furious", and "Fun", so if it ever comes down to needing hit locations in my games, I use this "complicated" system available from Chessex :
 _________________ DAVROS: ‘Tar Lubek Ka’leed, Uth Ricta Dal’ek.’ Roughly translated, it means: ‘And on that day, men will become like gods.’ (I, DAVROS: GUILT) |
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Takeda Heroic
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Joined: 28 Apr 2009 Posts: 1328
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Posted: Wed Sep 26, 2012 10:53 am Post subject: |
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| Ogma wrote: | Like most of us, I want my SW games to be "Fast", "Furious", and "Fun", so if it ever comes down to needing hit locations in my games, I use this "complicated" system available from Chessex :
 |
Cool! I'll have to see if I can find it locally ... because living in Canada if I were to order that and have it shipped over the border I just bought the Brooklyn Bridge.  _________________ Dean: "Ya' know she could be faking."
Sam: "Yeah, what do you wanna do, poke her with a stick?"
[Dean nods]
Sam: "Dude, you're not gonna poke her with a stick?"
Supernatural Quotes |
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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Wed Sep 26, 2012 11:41 am Post subject: |
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| Ogma wrote: | Like most of us, I want my SW games to be "Fast", "Furious", and "Fun", so if it ever comes down to needing hit locations in my games, I use this "complicated" system available from Chessex :
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That is the d12 I'm talking about.
We also have a version that has words instead of the stick-man, but we don't like it as much (words don't translate perfectly to valid locations):

Last edited by chillburn on Wed Sep 26, 2012 11:49 am; edited 1 time in total |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4453
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Posted: Wed Sep 26, 2012 11:45 am Post subject: |
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I just use either the Injuries table for hit locations, or the Classic Deadlands table.
Otherwise, I leave the rules alone.
Arms - roll Strength versus damage or drop the item. (Borrowed from disarm.)
Legs - roll Strength / Agility versus damage or fall prone. (House Rule, inspired by disarm.)
Head - that +4 damage is benefit enough. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Wed Sep 26, 2012 11:55 am Post subject: |
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| ValhallaGH wrote: |
Head - that +4 damage is benefit enough. |
I totally forgot about that. Maybe the penalty for a head shot shouldn't be any worse than torso? Basically the fact that it automatically does +1 wound level is enough. So:
Arm: -1 to all rolls, -2 to any rolls involving the wounded arm (per wound)
Leg: -2 pace (per wound) [If someone's pace is reduced to 0 then they can only move by spending an action to run d6", or be carried]
Torso: Standard -1 to all rolls and pace (per wound)
Head: +4 to damage roll, penalties as Torso |
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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Wed Sep 26, 2012 11:57 am Post subject: Re: Hit Location |
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| kronovan wrote: |
Is your intent here to use the run play mechanic for another purpose, like a staggering walk? If not, I have a problem visualizing how someone with wounds to their legs could run.
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Yes, in this context "run" is really "moving anyway possible".
The game I'm working is going to be based on the "DayZ" mod video game, so running and/or chases should figure prominently. |
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canology Seasoned

Joined: 08 Apr 2008 Posts: 136
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Posted: Wed Sep 26, 2012 1:53 pm Post subject: |
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I like it, it seems fairly elegant and simple to use. I think that the tension of the hit-location roll and the little extra paperwork (damage to different locations) boost the Fun enough to counterbalance the slight loss of Fast.
That said, Fast is my least important of the F's, so I may be biased.  |
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Bhoritz Novice

Joined: 29 May 2010 Posts: 86
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Posted: Wed Sep 26, 2012 1:55 pm Post subject: Re: Hit Location |
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| chillburn wrote: |
- Four wounds total still results in Incapacitation, doesn't matter how those wounds are spread out.
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I think that this is the most important point to avoid the "Monty Python Black Knight" syndrom.
http://www.youtube.com/watch?v=zKhEw7nD9C4 _________________ Savage Worlds Toybox |
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newForumNewName Heroic
Joined: 22 Oct 2010 Posts: 1781 Location: Broomfield, CO
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Posted: Wed Sep 26, 2012 2:27 pm Post subject: |
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This thread might be relevant. _________________ "I had a whole bunch of advice for you but got ninja'd by newForumNewName. I'd just do what he says." -- 77IM
"While nFNN could be less of a jerk about how he says what he says, what he says is essentially correct." -- ValhallaGH |
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Virgobrown72 Veteran

Joined: 19 Jan 2010 Posts: 839 Location: The other side of the Sun, baby!!!
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Posted: Wed Sep 26, 2012 5:47 pm Post subject: |
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I would just use the wounds table... _________________ "Anything smaller is just fiddly, and fiddly is not one of SvgW's three Fs..." |
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Takeda Heroic
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Joined: 28 Apr 2009 Posts: 1328
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Posted: Wed Sep 26, 2012 7:08 pm Post subject: |
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That hit location D12 is $7.00 and 28mm tall by the way. I couldn't find it listed on their catalogue so I emailed and that's what I was told.
Cool thing is it's big enough everyone around the table would be able to read it.  _________________ Dean: "Ya' know she could be faking."
Sam: "Yeah, what do you wanna do, poke her with a stick?"
[Dean nods]
Sam: "Dude, you're not gonna poke her with a stick?"
Supernatural Quotes |
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johnnii Novice

Joined: 02 Sep 2011 Posts: 57
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Posted: Fri Sep 28, 2012 11:59 pm Post subject: |
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| I always saw the Gritty damage rules from SWD as the official hit location rule. Any reason to use that or it might be to harsh with penalties? |
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Takeda Heroic
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Joined: 28 Apr 2009 Posts: 1328
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Posted: Sat Sep 29, 2012 2:11 am Post subject: |
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| johnnii wrote: | | I always saw the Gritty damage rules from SWD as the official hit location rule. Any reason to use that or it might be to harsh with penalties? |
For combat I'm not going to change anything but for truly random hit location like falling rocks or stray bullets/arrows, etc. the random generation makes sense. _________________ Dean: "Ya' know she could be faking."
Sam: "Yeah, what do you wanna do, poke her with a stick?"
[Dean nods]
Sam: "Dude, you're not gonna poke her with a stick?"
Supernatural Quotes |
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Mylon Seasoned
Joined: 08 Jun 2010 Posts: 295
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Posted: Wed Oct 03, 2012 1:58 pm Post subject: |
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I like to lump the damage results as a hit location effect.
Just landed a 26 damage hit? That was actually a headshot and it hit so hard because it bypassed armor and got +4. |
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Kodyax Seasoned
Joined: 29 Sep 2010 Posts: 492
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Posted: Wed Oct 03, 2012 4:03 pm Post subject: |
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| I'n hearing a lot of good arguments. Although I may have to look for the dice. Something to roll can add to the drama of the narrative. |
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Yuri Veteran

Joined: 13 May 2003 Posts: 581 Location: Lake George
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Posted: Wed Oct 03, 2012 7:09 pm Post subject: |
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We used that the Hit Location die about a month ago in our Deadlands Game.
Once of the players was a Harrowed Mad Scientist, and his second gadget blew up and took his to the Incapacitated Table. As a lark, I said "hey, let's see where that damage occurred"
He rolls, and it comes up Head Shot!!! He laughed... his character did die that evening! The player thought it was all very reasonable and added to the game.
Y _________________ I think we're property - Charles Fort |
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The Dread Polack Seasoned

Joined: 02 Mar 2011 Posts: 393 Location: Minneapolis, MN
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Posted: Thu Oct 04, 2012 11:17 am Post subject: |
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| Mylon wrote: | I like to lump the damage results as a hit location effect.
Just landed a 26 damage hit? That was actually a headshot and it hit so hard because it bypassed armor and got +4. |
Me too. It seems like every time I've tried using hit locations, I end up doing massive damage to the left foot, or something that just doesn't make sense. It just seems to me to be easier to determind damage normally, and any side-effects from it, and explain how it got that way. |
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Maine Seasoned

Joined: 01 Jan 2009 Posts: 123
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Posted: Wed Oct 10, 2012 6:20 pm Post subject: |
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Isn't this already covered by one of the damage variants in Deluxe, which suggests to roll on the Incapacitation chart whenever a Wound is sustained?
Outside of AoE effects (which are pretty indiscriminate, and unlikely that only a single body party is going to be affected), this matters most for aimed attacks.
If you are taking a shot at something, you are aiming at something on that target - either a called shot (and we have our location then) or center of mass (torso). The likelihood of hitting limbs is still present, but the chance of hitting hands/feet is much, much smaller unless they are intervening. The position of the target matters.
Finally, remember that most of the Injuries can be some heft penalties on top of the Wounds... |
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