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Hit Location
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adamlumina93
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Joined: 07 Nov 2005
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PostPosted: Fri Mar 24, 2006 8:33 pm    Post subject: Hit Location Reply with quote

In my personal opinion the SW RPG hit location is bad. Nothing is worse than when you are in combat and make a great roll just to find out that you hit the enemy in the leg. I know that if anyone is going to shoot a gun that you aim for the body and or head. It is what police and soldiers are taught for lethal combat. I am getting ready to improvise a new hit location chart for my game and I would like peoples honest opinions.
I created this using a D20 (I know Evil Word) or you can use 4D6.
D20 D6
1 Feet 4
2 Lower Leg 5
3 Knee 6
4 Upper Leg 7
5 Hip 8
6-9 Lower Torso 9-12
10-11 Head 13-15
12-15 Upper Torso 16-19
16 Shoulder 20
17 Upper Arm 21
18 Elbow 22
19 Lower Arm 23
20 Hands 24
For any body parts that has either left or right roll D6
Odds=Left Evens=Right

Under this system for every 2pts you beat either the difficulty or dodge roll by you can adjust the hit location either +/- 1 space.

Let me know what you guys think.
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Allst Beamem
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Joined: 09 Apr 2005
Posts: 131
Location: Memphis, TN USA

PostPosted: Fri Mar 24, 2006 10:04 pm    Post subject: Reply with quote

How bout this one?.......

Player x has 4D blaster and is shooting at bad guy Y who is not dodging and is at med. range, so player x needs a 10 to hit.

Player x rolls and gets an 11, 1 over, looking at the chart this is a non weapon arm hit. If player x had rolled 12, or 2 over, the chart would be a left leg hit etc.

1-Non weapon arm
2-Off hand leg
3-Handed leg
4-Wapon arm
5-Body shot
6+-Head shot

just a thought just came up with it what ya think?
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adamlumina93
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PostPosted: Fri Mar 24, 2006 10:21 pm    Post subject: Reply with quote

Well the way I worked this chart is that you roll after you have successfully hit.
Here is my example:

X shoots at Y
X rolls 25 and Y rolls 13 for dodge
The hit location is rolled on a D20 and gets 1 which is Feet.
Now X beat Y by 12 so divide 12 by 2 and you get 6.
Now X can move that hit location up by a max of 6 on the chart and could move it to lower torso.

Or this is the reason why I invented this rule:
Y has a body armor covering his chest but not his legs or arms. Using the same rolls as above lets say the hit location comes up 12 which is Upper Torso. Now X can move the location up or down by six points moving his shot to a location where there is no armor thus making it a more damaging shot which in my opinion would be the more realistic option is to shoot someone where they have the least protection.
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garhkal
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Joined: 17 Jul 2005
Posts: 14031
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Mar 25, 2006 3:16 am    Post subject: Reply with quote

Unless it wasa called shot, i rarely use hit locations.
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Tejma_Muhog
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Joined: 21 Mar 2006
Posts: 48

PostPosted: Mon Mar 27, 2006 9:43 am    Post subject: Reply with quote

I always thought WEG dropped the ball on hit location, and lately I'd been using a modified version of GURPS' chart, but now that you mention it, it really does make more sense that the head and torso areas should be easier to hit than the other areas.

Quote:
X shoots at Y
X rolls 25 and Y rolls 13 for dodge
The hit location is rolled on a D20 and gets 1 which is Feet.
Now X beat Y by 12 so divide 12 by 2 and you get 6.
Now X can move that hit location up by a max of 6 on the chart and could move it to lower torso.

That sounds very logical. Sort of like the shooter "adjusting" his shot after aiming but right before pulling the trigger, which I know I do plenty of in Battlefront II! Smile Did you come up with this yourself or import it from some other system?

The only thing I see as being potentially problematic is that it seems just complex enough to slow down combat -- it more or less means that every shot is a called shot. Have you used this in any adventures yet?
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adamlumina93
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PostPosted: Mon Mar 27, 2006 10:52 am    Post subject: Reply with quote

The system is semi-borrowed through Deadlands which I think has the best combat system ever. I have used this for my table top game buy not my online game. My players for my table top game love it as they feel it gives them a little more control over combat situations.
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Goethe
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Joined: 19 Nov 2004
Posts: 5

PostPosted: Tue Mar 28, 2006 7:56 am    Post subject: Re: Hit Location Reply with quote

[quote="adamlumina93"]
D20 D6
1 Feet 4
2 Lower Leg 5
3 Knee 6
4 Upper Leg 7
5 Hip 8
6-9 Lower Torso 9-12
10-11 Head 13-15
12-15 Upper Torso 16-19
16 Shoulder 20
17 Upper Arm 21
18 Elbow 22
19 Lower Arm 23
20 Hands 24
[/quote]

Hi,
with a D20 the Table is nice
but with the 4 D6 the Table I think is not so good because you only hit the head and torso the rest ist very un likely

D20 D6
5% Feet 0,08%
5% Lower Leg 0,31%
5% Knee 0,77%
5% Upper Leg 1,54%
5% Hip 2,70%
20% Lower Torso 28,16%
15% Head 32,87%
20% Upper Torso 28,16%
5% Shoulder 2,70%
5% Upper Arm 1,54%
5% Elbow 0,77%
5% Lower Arm 0,31%
5% Hands 0,08%
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adamlumina93
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Posts: 87

PostPosted: Tue Mar 28, 2006 6:00 pm    Post subject: Reply with quote

I personally only use the d20 system. I just modified if for 4d6 because most weg sw gaming groups dont have a d20 around. It is just an evil sin.
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Firehawk0220
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Joined: 22 May 2005
Posts: 151
Location: Dallas, TX.

PostPosted: Thu May 18, 2006 1:30 pm    Post subject: Reply with quote

Here is what I use.

Roll 1d20 sided die.

1 Head
2 Neck (Throat)
3 Upper Left Arm
4 Lower Left Arm
5 Left Hand
6 Upper Right Arm
7 Lower Right Arm
8 Right Hand
9 Chest (Upper Torso)
10 Abdominal Area (Gut)
11 Upper Left Leg
12 Lower Left Leg
13 Left Foot
14 Upper Right Leg
15 Lower Right Leg
16 Right Foot
17 Chest (Upper Torso)
18 Chest (Upper Torso)
19 Abdominal Area (Gut)
20 Abdominal Area (Gut)

The dual locations of things like the chest and gut are due to them being larger and more easily hit. Plus that's what most people or NPC's will generally shoot for.

Also this can be modified for lower or upper areas. For instance: If you are shooting at someone who is behind a console and only visible from the waist up, then roll 1d10 and use only the 1-10 results on the above chart. Same applies for someone who only has their lower half visible.

Allst Beamem wrote:
How bout this one?.......

Player x has 4D blaster and is shooting at bad guy Y who is not dodging and is at med. range, so player x needs a 10 to hit.

Player x rolls and gets an 11, 1 over, looking at the chart this is a non weapon arm hit. If player x had rolled 12, or 2 over, the chart would be a left leg hit etc.

1-Non weapon arm
2-Off hand leg
3-Handed leg
4-Wapon arm
5-Body shot
6+-Head shot

just a thought just came up with it what ya think?


The reason I don't do things that way is that I think there should be an equal chance of hitting any part of the body provided there isn't any cover. Or unless the circumstances warrant a change.
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Pel
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Joined: 10 May 2006
Posts: 983
Location: Texas

PostPosted: Fri May 19, 2006 2:34 am    Post subject: Reply with quote

We've never really used hit locations outside of the occasional called shot. Not to say that my damage descriptions aren't colorful (pan-fried brains flying into the wall, etc.) but I don't like to use a chart for that.

I could see some use for this if the target is maimed, especially when lightsabers are zinging about. Send in the cybernetics! 8)
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garhkal
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PostPosted: Fri May 19, 2006 5:22 am    Post subject: Reply with quote

For those who use these (or their own version) hit locations. Are the pcs the only ones who 'get to play with them' or do the baddies also do it?
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Firehawk0220
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Joined: 22 May 2005
Posts: 151
Location: Dallas, TX.

PostPosted: Fri May 19, 2006 10:27 am    Post subject: Reply with quote

garhkal wrote:
For those who use these (or their own version) hit locations. Are the pcs the only ones who 'get to play with them' or do the baddies also do it?


I use it for both sides. Both players and NPC's roll their hits on it. Makes things interesting. Like when a wookie gets his hand/paw splattered by a high powered rifle or something along those lines.
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