Hey - does anyone know which forum that Hit Location list was in about a week ago? I can't seem to find it.
Any help would be hot,
Dameon
Any help would be hot,
Dameon
Originally posted by WJP:
HIT LOCATION
I use a hit location chart in my games. Most armor typically only covers the torso. You may be interested to know that the first hit location chart below looks simple but is actually derived from REAL numbers from a report on gunshot wounds prepared by the ATF. I was amazed, when I saw that report, how close the percentages were for each body part on this simple chart. You can use this chart with confidence.
1. Head
2. Arm
3. Upper Torso
4. Lower Torso
5. Leg
6. Roll Again
Now, combat in Traveller is very deadly. And, with my multiple action rule, it can be even more deadly. So, in my game, I use a modified version of this chart.
If the roll to-hit is "even", I don't even worry with the chart. 50% of the time, I let the torso get hit (that's the main target area on a body anyway). This keeps characters ALIVE in an otherwise deadly game (because armor typically covers the torso). It also has the added benefit of being quick.
But, if the roll to-hit is "odd", I do roll on the chart. But, I use this chart instead of the (more realistic) chart above.
1. Head
2. Torso
3. Lt. Arm
4. Rt. Arm
5. Lt. Leg
6. Rt. Leg
Note that you can skew results on either hit location chart by using a modifer. A positive modifier will skew results to the lower regions of the body (good when fighting animals). A negative DM will skew results towards the head.
Also note that odd numbers on the chart tend to be the left side of the body, and even number tend to be on the right.
You can take this a step further and use the even/odd thing as a guide when describing, during the game, where the target was shot.
For example, if a "head" result is rolled, and the to-hit throw is odd (and the damage is low), I'll describe a bullet barley grazing the target's left ear.
If a "torso" result occurred, but the attacker rolled an even-numbered attack throw and is behind the target, I'll describe how the bullet smacked into the guy just under the right shoulder blade.
</font>[/QUOTE]Very useful. I, myself use a 6-sided 'hit location' die my wife picked up at a con & gaveOriginally posted by Sigg Oddra:
Do you mean this one:
</font><blockquote>quote:</font><hr />Originally posted by WJP:
HIT LOCATION
I use a hit location chart in my games. Most armor typically only covers the torso. You may be interested to know that the first hit location chart below looks simple but is actually derived from REAL numbers from a report on gunshot wounds prepared by the ATF. I was amazed, when I saw that report, how close the percentages were for each body part on this simple chart. You can use this chart with confidence.
1. Head
2. Arm
3. Upper Torso
4. Lower Torso
5. Leg
6. Roll Again
Now, combat in Traveller is very deadly. And, with my multiple action rule, it can be even more deadly. So, in my game, I use a modified version of this chart.
If the roll to-hit is "even", I don't even worry with the chart. 50% of the time, I let the torso get hit (that's the main target area on a body anyway). This keeps characters ALIVE in an otherwise deadly game (because armor typically covers the torso). It also has the added benefit of being quick.
But, if the roll to-hit is "odd", I do roll on the chart. But, I use this chart instead of the (more realistic) chart above.
1. Head
2. Torso
3. Lt. Arm
4. Rt. Arm
5. Lt. Leg
6. Rt. Leg
Note that you can skew results on either hit location chart by using a modifer. A positive modifier will skew results to the lower regions of the body (good when fighting animals). A negative DM will skew results towards the head.
Also note that odd numbers on the chart tend to be the left side of the body, and even number tend to be on the right.
You can take this a step further and use the even/odd thing as a guide when describing, during the game, where the target was shot.
For example, if a "head" result is rolled, and the to-hit throw is odd (and the damage is low), I'll describe a bullet barley grazing the target's left ear.
If a "torso" result occurred, but the attacker rolled an even-numbered attack throw and is behind the target, I'll describe how the bullet smacked into the guy just under the right shoulder blade.
Originally posted by Kurega Gikur:
I like Ptah’s % based on surface area. I think that may be where we got some of our numbers.
I am just surprised that Medicine for Mountaineering has a percentile combat system. It must have been one of those RPGs that never really took off.
Well, the Called Shot (pg. 151) is a full action as if shooting at the 'lifeform in possession of the target' normally, then they apply a modifier for the size of the target. It doesn't say if the 'lifeform' can still be hit if you miss the 'target'.Sir D., How does T20 account for aiming and the called shot?