RQ combat mechanics proposal:<div>One thing I've been toying with for a while is trying to develop a system in which a single determines hit success and degree as well as location. Watching melee fighters, they're almost always TRYING to hit center-mass or vital locations, the 'success' of their attack in a real sense is whether or not they actually GET there. In effect, everything is 'really' a called shot. Further, my point conceptually is that hits to abdomen, chest, and head are intrinsically more deadly than others, so what about a system that acknowledges that?</div>
<div><br></div><div>Finally, in a fight between grossly unequal fighters, it doesn't make sense to me that more than 50% of the 'experts' hits are going to land on (relatively inconsequential) arms/legs. Yes, the expert can called-shot easier, but I'm talking about straight, unadulterated combat.</div>
<div><br></div><div>Any ideas?</div><div><br></div><div>The first to cross my mind, and I'm sure there are things wrong with it but I'll toss it out there:</div><div>On an attack that lands successfully:</div><div>
On any normal hit, the defender gets to pick the hit-location where it lands out of locations the attacker can reach.</div><div>On a special, the defender gets to pick where it lands but it has to be head/chest/abdomen (or comparable locations on a non-humanoid) or any other location the attacker allows and could reach.</div>
<div>On a crit, it hits the location the attacker selects and can reach (usually head or most vital area on a non-humanoid).</div><div><br></div><div>If you have a system where you get to pick an effect for every victory level above your target, the 'special' effect "costs" one victory level, the 'crit' costs two. </div>
<div>(Adding to this mechanic but not critical to the concept would be other pick-costs... maybe this is already in MRQ/II/6?)</div><div>2x damage = one 'victory' cost</div><div>Ignore armor (up to a max of the max rollable damage of the weapon, ignoring positive STR mod) = one 'victory' cost</div>
<div><div>Ignore armor (up to a max of 2x max rollable damage of the weapon, including positive STR mod) = two 'victory' cost</div></div><div><br></div><div><br></div><div>AFTER the location is selected, damage is rolled.</div>
<div><br></div><div>At first I discarded the idea, because "well, everyone's going to take all the normal hits on their arms/legs"...which is true, and if you think about a melee fight, that IS what sort of happens. </div>
<div><br></div><div>However, couple this with a system that COSTS you for arm damage proportionally to your arm hit points - so a 1 point hit to a 4 point arm = -25% to anything with that arm, and suddenly the target can't be quite so casual about taking arm hits.</div>
<div>Leg hits might have a chance to knock prone proportional to hp and number of limbs left.</div><div><br></div><div>Dunno, it's perhaps gameable, maybe it's cheesy, but it struck me as actually fairly subtle.</div>
<div>What am I missing?</div>