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D&D 3E
Equivalent to Called Shot in 3.5e? 
20th-Dec-2004 03:30 am
Momogo
I'm just beginning to get into DnD again. (The last time I played was before 3e was released.) Anyway, I've seen/read that there was a called shot (or some variation thereof) in 3e, but I can't find anything close in my 3.5e books (all three core anyway). Is there an equivalent to Called Shot or some combination of feats/skills that comes close? The Concentration skill seems to be about the closest I've found, but all the paragraphs pertaining to it really only comment on it's use with spells. So, does anyone have any ideas on how to apply Concentration in this instance? (BTW, I've checked both the conversion guide from 2e to 3e & 3e to 3.5e w/o luck.) Thank you!
Comments 
20th-Dec-2004 10:03 am (UTC)
Unfortunately, Called Shot is notably absent in 3.5e.

Off the top of my head, you could use modified Sunder rules as a basis for a Called Shot system. Be careful about assigning ACs for body parts, though; if they're too low, the called shots will unbalance everything.
20th-Dec-2004 10:06 am (UTC)
There is no called shot equivalent in 3e, much less 3.5e. To compensate, there's always the rogue's sneak attacks and the Point Blank Shot feat, which kind of resemble a shot directly aimed for vitals. If you want to specify an item a creature is wearing or carrying there are rules for attacking an object.
20th-Dec-2004 01:09 pm (UTC)
Different people (books, articles, etc.) have tried to come up with rules for doing called shots. Some use the sundering rules. Some do a generic -4 to hit. One I like is in Bastion Press' book Torn Asunder. You have different penalties based on what exactly you're trying to hit (head, hand, leg, etc.) You also have different effects based on location as well as damage type. About the only one I remember is the head shot. =) -8 to hit. I might have the effects mixed up, but: If successful, make a Fort save (can't remember DC). If the save is failed, they're dead. If they make the save, they have Con bonus number of rounds before they collapse. I think -2 or -4 to Spot and Listen too.

The book has some other interesting rules, including how to handle broken bones and even scarring.
20th-Dec-2004 02:12 pm (UTC)
Concentration is the skill of being able to continue to do things despite being hurt or distracted. Mages use it to avoid having their spells disrupted by attacks, etc.
20th-Dec-2004 03:15 pm (UTC)
I'd have thought that the answer would be posted by now...

The old core 2nd edition "called shot" rule is replaced with the "attack an object" rules, most notably "sunder."

The Complete Fighter's Handbook rules for called shots are replaced with more specific actions -- disarm, trip, etc.

The reccomended-against rule of allowing PCs to target a smaller area of a creature to gain a better effect is not transfered, but the same effect can be had either by simply lowering the enemy's AC or giving a higher-AC spot (it's smaller, after all) that bypasses the enemy's damage resistance. (I'd say at least +4, possibly +8 or even +15 to the AC to hit that "one, weak spot.")

If the special attacks (which, btw, are usable on ANY attack action, including Attacks of Opportunity or indivudal attacks in a full-attack routine) described in the core rules (in the PH's combat chapter, if you can't find them) aren't enough (and you can still follow this sentance), you may want to pick up the "stunt" system in Malhavoc Press's Book of Iron Might.

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