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Burning Wheel
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Called Shots
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Topic: Called Shots (Read 991 times)
Lxndr
Acts of Evil Playtesters
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Posts: 1113
Master of the Inkstained Robes
Called Shots
«
on:
December 31, 2003, 07:49:54 PM »
Okay, on page 150, Burning Wheel has a rather nice, simple set of Called Shots rules. But there seems to be too little reward - is the only benefit of Called Shots a reduction of armor dice?
Is it only worthwhile to try to chop someone's head off if they're armored - is going for a naked man's neck not worth it? Or is there some increased damage/other effect that's in some other part of the book that I can't find?
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Alexander Cherry,
Twisted Confessions Game Design
Maker of many fine story-games!
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Luke
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Member
Posts: 1359
Conventions Forum Moderator, First Thoughts Pest
Called Shots
«
Reply #1 on:
January 01, 2004, 11:42:09 AM »
BW assumes that, if your opponent is unarmored, you will take your best shot at his neck when possible.
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The Burning Wheel Fantasy Roleplaying System
Burning Empires
Mouse Guard
taepoong
Member
Posts: 120
Called Shots
«
Reply #2 on:
January 05, 2004, 09:07:11 AM »
As a player, I only use Called Shots against armored opponents to reduce armor dice, just as this rule is intended to allow. Uncalled Shots against unarmored opponents will incapacitate them wherever I hit them, so I find Called Shots unnecessary. This works fine. I find Called Shots against unarmored opponents to be the hallmark of expert swordsmen who have the skill to show-off! Since the effect of the wound is the same no matter where I hit them, often we narrate where the blow falls as an embellishment.
To give Called Shots some credit however, there is a system being play-tested that has different effects against different locations. Some examples are: reduced movement for leg shots, +1 Obstacle to Hesitation when hit in the head, and a chance of dropping weapon from blows to the sword arm or hand.
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