The system | - | - | - | - |
Dragon #66 | - | 1st Edition AD&D | - | Dragon magazine |
Obnoxious Player (with sword of sharp
ness): "I did it! I rolled a 20! I cut
off Asmodeus' head!"
Harassed DM (upset at this disruption of
his climatic encounter): "Uh, no, not his
head.?
OP: ?Oh yeah? How do you figure that??
HDM: ?Well, your sword only severs the
extremity it hits.?
OP: ?So where did I hit it??
Obnoxious Player (having just loosed an
arrow of demon slaying at an irate Type
V
demon): ?A 15, did I hit? Huh? Huh? Did
I??
Harrassed DM: ?Uh, well, it depends if
you hit it on the tail or not. Different
armor classes.?
OP: "So where did I hit it?"
The highly stylized combat rules of the
AD&D®
game work fine, as long as no one
cares where they hit their opponents.
Unfortunately for game integration, there
are some situations where hit location
becomes important. These fall into three
main areas:
1. When an attack has a specific effect
on body parts. Examples include
normal
weapons like whips
and saps, magic weapons
such as swords of sharpness and
staves of withering, and the attacks of
slicer beetles, tarrasques and other monsters.
An integrated hit location system
would introduce consistency and aid the
DM.
2. When the target's AC varies. The
AD&D
game system abounds with monsters
having varying armor classes on
their bodies. In most cases, no provision
is
made for determination of which armor
class to use for a specific attack. The
hitlocation
system in this article will also
eliminate any confusion arising from this
in play.
3. When the target?s body parts have
individual hit points. The various
versions
of hydrae
are an obvious example. Others
are the flail snail, grell, giant octopus,
and
kraken.
The system
The 1st point to be considered in constructing
a consistent hit-location system is
how to handle the desire of combatants
to
aim at a vital portion of their opponent?s
anatomy (i.e., hit the neck instead of
the
tall with a sword
of sharpness) or gain the
benefit of a worse armor class (i.e., hit
a
bulette in its AC 6 undercrest area instead
of its AC -2 body). A simple way to do
this is to classify targets according to
the
percentage of available striking surface
they represent (a function of size and
accessibility) and add a standard negative
modifier to the ?to hit? roll. For maximum
simplicity, there are only four classifications:
Classifications | "To hit" modifier |
Easy target | -2 |
Medium target | -4 |
Hard target | -8 |
Forget it! target | -12 |
Note that anyone of medium to low level
is going to have a very difficult time
hitting
the harder targets!
Easy target: a target that represents
50%
or more of striking area and is not particularly
protected, such as the upper body of
a salamander
or the heads of a hydra (not
a specific head; that counts as
a Medium
target, due to the difficulty of pickign
it
out from the rest).
Medium target: a target from 25-50%
of
striking area that is unprotected, such
as a
particular head of a chimera
(when attacking
from the front); or an easy target that
is hard to get at, such as the body of
a lion
when the beast is facing you.
Hard target: a target from 10-25%
of
striking area and not otherwise protected,
such as the main eye of a beholder;
or a
Medium target that is protected, such as
the head of a typical biped (who will defend
against head attacks with the utmost
determination).
Forget it! target: anything harder
to hit
than a hard target, such as a beholder?s
small eyes.
The second point is how to determine
where an attack hits if the attacker does
not aim. This can be dealt with simply
by
making tables for all the various monsters
that have varying armor classes, weighted
by relative percentage of body area and
desirability as a target. These tables
can be
found in the Appendix. DMs intimidated
by the look of all those tables should
remember
that under most circumstances
they will not be used, since only fairly
infrequently does hit location matter,
and
when it does players usually want to declare
an aimed attack
Extensions
This simple and consistent system can
also be used to extend the AD&D
game
This also gives the DM opportunities for
system, as well as account for present
discrepancies.
For instance, page 82 of the DMG
states
(under "Zero
Hit Points") that "if any creature
reaches a state of -6 or greater
negative HP, this could indicate
scarring or loss of some member, if you
so
choose." This can be accomodated easily
within the hit location system. The location
is rolled for the attack that brought
HP below zero. At -6 and downwards,
scars form, which will (if visible)
reduce comeliness by 1 point per HP
below -5 reached. This is permanent
scarring, which nothing short of limited
wish will remove.
Furthermore, reaching - 7 when hit
location is an arm or leg results in the
total
loss of that hand or foot; -9 indicates
loss
of the whole appendage, and consequent
need for a regenerate spell. Note that
if
the character then dies and is raised,
destroyed body parts are still missing.
Another example is to give a character
more flexibility in armoring himself. Have
you ever tried to create a Greek hoplite
(infantryman) for an AD&D
campaign? A
bronze helmet, leather jerkin and bronze
greaves just don't fit into any given AC!
Using this hit location system, the
attacker simply rolls on the chart to find
out whether he hits AC4 (bronze plate:
head, legs), AC8 (leather vest: body) or
AC10 (arms). If our hoplite had a shield,
each of these would be decreased by 1.
and his shield arm would have AC4 protection
(bronze-faced shield).
This also gives the DM opportunities for
unique treasures; imagine a party that
comes upon an ogre whose treasure includes
heaps of rusted armor. One breastplate,
though, detects as magickal; and
when an identify spell is cast, "ACME ARMOR
OF ETHEREALNESS" can be seen written on
it.
The breastplate provides +5 protection
to
the wearer's torso -- and once they locate
all the rest of the suit (which can be
made
the focus of a long string of adventures),
the full powers are gained.
That just about covers everything -- but
a note should be made about using this
system for critical hits. Players will
no
doubt claim that since they can aim at
a
specific hit location, they should be able
to
target an oppenent?s eyes, jugular vein,
etc. This is not possible in the AD&D
combat system, and any redesign including
critical hits would probably shorten
the average character?s lifespan considerably.
Therefore, the note is: Don't do it.
Hit-location tables
Some may perceive apparent discrepancies
in these tables at first glance; for
instance, on the ?Lions & Dinosaurs?
table,
an unaimed front attack has only a 35%
chance of hitting the head, which is obviously
not an accurate portrayal of random
chance. The reason for this is that I tried
to simulate the actual places a trained
fighter would hit, even when not consciously
aiming; and since the armor class
of the head of these lions and dinosaurs
is
lower than the body, he would attempt to
hit the more vulnerable areas. Of course,
feel free to change anything you don?t
agree with.
Several monsters (hydrae, beholders,
squid, tentamorts, bloodthorns, etc.) have
large numbers of small appendages. Due
to the variable number of such appendages,
no numeric references have been
placed on these tables; roll another die
to
determine which particular appendage
was hit.
Table | Used for |
1 | Humanoids, salamanders, Type V demons, yuan ti |
2 | Lions (also including dragonnes and sea lions) and dinosaurs (monoclonius, pentaceratops, stegosaurus, styracosaurus, triceratops) |
3 | Insects (carrion crawler, stego-centipede, termite <?> |
4 | Beholder, spectator |
5 | Bloodthorn, choke creeper, hangman's tree |
6 | Chimera, gorgimera |
7 | Giant octopus, giant squid, kraken |
8 | Hydrae, thessalhydra |
9 | Tentamort, whipweed |
10 | Achaierai |
11 | Anhkheg |
12 | Bulette |
13 | Flail snail |
14 | Flumph |
15 | Forester's bane |
16 | Froghemoth |
17 | Grell |
18 | Remorhaz |
19 | Turtles, sea and snapping |
20 | Wolf-in-sheep's-clothing |
1. Humanoids (front attack given)
1d20 | Hit location |
1-3 | Head |
4-3 | R. arm |
6-7 | L. arm |
8-14 | Torso |
15-17 | R. leg |
18-20 | L. leg |
1d20 | Hit location (front) | Hit location
(side) |
1-7 | Head | Body |
8-12 | R. forequarter | Forequarter |
13-17 | L.forequarter | Hindquarter |
18-20 | Body | Head |
3. Insects (note:
a stegocentipede's
underside is AC6)
1d20 | Hit location (front) | Hit location
(side) |
1-11 | Head | Body (back) |
1-16 | Head | Body (underside) |
17-20 | Body (back) | Head |
- | 1d20 (Beholder) | 1d20
(Spectator) |
Body | 1-15 | 1-14 |
Central eye | 16-17 | 15-16 |
Eyestalks | 18-19 | 17-20 |
Small eyes | 20 | - |
5. Plants (no penalty
for targeting a vine
wrapped around the attacker)
1d20 | Hit location |
1-11 | Vines |
12-15 | Vines (if more than 8), otherwise trunk |
16-20 | Trunk |
1d20 | Hit location (front) | Hit location (side) |
1-4 | Right head | Hindquarter |
5-8 | Center head | Wings |
9-12 | Left head | Body |
13-14 | R. forequarter | Near head |
16-18 | L. forequarter | Forequarter |
19-20 | Body | Center head |
7. Giant octopus, giant
squid,
kraken (-2 penalty for targeting
a certain tentacle; no penalty for
targeting tentacles in general)
1d20 | Hit location (front) | Hit location (side) |
1-10 | Tentacles | Tentacles |
11-16 | Tentacles | Body |
17-20 | Head | Head |
1d20 | Hit location (front) | Hit location (side) |
1-12 | Heads | Body |
13-16 | Heads | Heads |
17-20 | Body | Heads |
1d20 | Hit location |
1-7 | Stalk A |
8-14 | Stalk B |
15-20 | Body |
1d20 | Hit location |
1-16 | Leg (divide by 4 and round up to find out which) |
17-20 | Body |
1d20 | Hit location |
1-14 | Body |
15-20 | Underside |
1d20 | Hit location |
1-17 | Body |
18-19 | Crest |
20 | Eye |
13. Flail snail
(body counts as a
Forget It! target)
1d20 | Hit location |
1-18 | Tentacles (divide by 6 and round up to find which) |
19-20 | Body |
1d20 | Hit location |
1-13 | Top |
14-20 | Underside |
1d20 | Hit location |
1-12 | Leaves |
13-17 | Stalks |
18-20 | Central plant |
1d20 | Hit location |
1-12 | Tentacles (divide by 4 and round up to find which) |
13-18 | Body |
19-20 | Tongue |
1d20 | Hit location |
1-15 | Tentacles (divide by 1% and round up to find which) <check> |
16-20 | Body |
1d20 | Hit location (front) | Hit location (side) |
1-12 | Head | Body |
13-17 | Underside | Underside |
18-20 | Body | Head |
1d20 | Hit location |
1-15 | Shell |
16-20 | Head/flippers |
1d20 | Hit location |
1-7 | Roots (no. rolled is no. hit) |
8-17 | Stump |
18-20 | Eyestalks |
OCTOBER 1986