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Head Shots

Posted: Sun Mar 16, 2014 10:29 am
by KillWatch
is -2 realistic for a called shot? is it too lenient or too tough?

Re: Head Shots

Posted: Sun Mar 16, 2014 4:50 pm
by Nekira Sudacne
headshots tend to default to -3 in cannonical examples, -5 for really tiny heads.

Re: Head Shots

Posted: Sun Mar 16, 2014 8:02 pm
by Glistam
I hate head shots. I modify the called shot rules when players start making head shots (and I warn them ahead of time) - if their called shot misses, it won't hit the main body.

Re: Head Shots

Posted: Sun Mar 16, 2014 10:52 pm
by flatline
Glistam wrote:I hate head shots. I modify the called shot rules when players start making head shots (and I warn them ahead of time) - if their called shot misses, it won't hit the main body.


Every GM I've ever played with has ruled the same way. I don't know anyone who has disagreed because really, that matches our intuition on how things should work better than the canon rules do.

--flatline

Re: Head Shots

Posted: Mon Mar 17, 2014 12:00 am
by PSI-Lence
depends on the distance and weapon used (a shotgun at 3' away -2 is a bit harsh a .22 rifle at 1000' with no scope it's not harsh enough)

Re: Head Shots

Posted: Tue Mar 18, 2014 10:41 am
by Alrik Vas
Yeah, i think the idea of hitting the body rather than the head is, the shot can be lower than you intended...though i'd leave it up to chance rather than "every time."

Re: Head Shots

Posted: Tue Mar 18, 2014 11:19 am
by SpiritInterface
In most games I have played a called shot that fails misses completely. A -3 for a head shot is fairly standard, however does that mean shooting any target smaller than a human head is -3 or more?

Re: Head Shots

Posted: Wed Mar 19, 2014 1:27 pm
by Alrik Vas
SpiritInterface wrote:In most games I have played a called shot that fails misses completely. A -3 for a head shot is fairly standard, however does that mean shooting any target smaller than a human head is -3 or more?


The sizes aren't really worked out with much sense involved. you get -3 on a lot of things, even the head of a mech or PA, which are clearly larger than a human's. They just want risk involved no matter where you're shooting, hence a 12 for a challed shot, with a penalty to you roll if you try to hit the really sensitive spots.

Re: Head Shots

Posted: Mon Apr 28, 2014 1:38 am
by McFacemelt
In all the games I've played or ran as far as guns are concerned a 7 or lower misses, to include called shots. If by chance they make the 8-11 range, they miss the called target but hit main body. 12 or higher of course is a success.

Never surprised to hear no one plays Palladium the way we play Palladium.

Re: Head Shots

Posted: Mon Apr 28, 2014 12:18 pm
by KillWatch
I've raised the minimum need to hit to 8, together with the untrained penalty of -2 makes the chance to hit/miss 50/50

Re: Head Shots

Posted: Sat May 03, 2014 12:29 pm
by Alrik Vas
The ultimate issue here is...do you give extra damage on headshots vs non-armored targets? :P

Re: Head Shots

Posted: Mon May 05, 2014 12:32 pm
by say652
Times three to the head -6 called shot strike bonuses apply. Times five damage to the eye -10 called shot. Both are easier to pull off in hand to hand

Re: Head Shots

Posted: Tue May 06, 2014 1:47 am
by Alrik Vas
That's buff. I've found that just auto x2 is enough, really.

I mean honestly, you want x5 to the eye because you want to poke splugorth in the no-no spot with supernatural PS. :P

Re: Head Shots

Posted: Tue May 06, 2014 3:09 pm
by say652
at minus ten its requires a crit most times in ranged combat. unless you have a high pp AND energy expulsion. lol

Re: Head Shots

Posted: Wed May 07, 2014 1:49 am
by Alrik Vas
for a skilled marksman (say, a level 6 paratrooper, with sharpshooter and sniper, with a PP of 24, using a JA-12 with a multi-optic eye) would have around a +13 to hit with an aimed shot. that's a +3 to hit the head for a x5 critical. Now, if you're down with this, yeah buddy! If it wasn't what you were going for, think it through a little more. :P

Re: Head Shots

Posted: Fri May 16, 2014 12:38 am
by Noon
Keep in mind in RUE called shots take two attacks.

That kind of halves your damage (with no official rules for head shots)

Re: Head Shots

Posted: Fri May 16, 2014 9:17 am
by Jerell
And if you aim that called shot it's 3 attacks.

Also according to RUE pp 361, HtH and PP bonuses do not get applied to guns. Anyone ever notice that if you're taking heavy fire yourself, you have a -6 to strike penalty because it's considered shooting wild, from being pinned down I'm imagining.

Re: Head Shots

Posted: Fri May 16, 2014 9:32 am
by flatline
Noon wrote:Keep in mind in RUE called shots take two attacks.

That kind of halves your damage (with no official rules for head shots)


Called shots taking extra time is one of the more bone headed changes in RUE. I would hope that everybody house rules that particular change into oblivion.

--flatline

Re: Head Shots

Posted: Fri May 16, 2014 9:37 am
by Jerell
With a firearm? No way, I keep that rule in there. That's an excellent rule for firearms.

McFacemelt wrote:In all the games I've played or ran as far as guns are concerned a 7 or lower misses, to include called shots. If by chance they make the 8-11 range, they miss the called target but hit main body. 12 or higher of course is a success.

Never surprised to hear no one plays Palladium the way we play Palladium.


That's usually how I run my Rifts, depending on the situation.

Re: Head Shots

Posted: Sat May 17, 2014 1:57 am
by Alrik Vas
I change it, but bad guys do as the players do.