- (* = Not Yet Overhauled)
Despite its focus on player-driven stories and narratives in roleplay, Dungeons and Dragons and Feelings also attempts to bring more choice to the players, providing light, easy to use systems that extend player interaction with the world both in, and out of combat. Called Shots represents a fine tuning of non-magical gameplay, useful both in and out of combat. It is a very free-form system in regards to its results, allowing for GM and player input as to the effects of a Called Shot for any given situation.
As a free action, if an attack is not already at disadvantage, it may be declared a Called Shot. The GM should list the available locations to be hit, and once the player chooses, they roll the attack at disadvantage. Called Shots may be made with any range of attack. If the attack succeeds, damage is dealt normally against the target's total HP, and damage from the Called Shot is noted along with its location, aside from the HP total. Each location on a target represents a percentage of their HP, rounded to the nearest whole number.
Head Percentage: 20%
Head Effective HP: 17 (86*0.2=17.2)
For uniquely shaped creatures like Beholders, the GM's best judgement should be used in assigning HP percentages to its locations, focusing on how much of the target's body each location represents.
Once a location's damage sustained equals its location percentage, different effects occur based on the location, but it is, at the minimum, destroyed, disabled or dismembered. A target's HP maximum is then reduced by the Location's HP total, and cannot be healed by regular rest or healing, only by one of the methods detailed below.
|Example Humanoid Target|
| Suggested |
| Suggested |
| Optional DC
|Head||15%|| Death, reduced mental saves, |
mental skill impairment
|Torso||30%|| Death, lowered AC, Lowered Con saves, |
|Limbs||10%|| Disarming, removal of use of limb, |
|Extremities||5%1)|| Disarming, removal of use of extremity/limb, |
|Organs||5%2)|| Death, blindness, deafness, |
reduced saves, skill impairment
The percentages and effects listed are examples. GMs and players are encouraged to gather and discuss effects and come up with effect combinations that they believe are fitting and enjoyable for their game setting. Not everyone wishes to have headshot kills or wild dismemberment in their games, while some tables prefer that grim potentiality. The intent with a Called Shot is for it to be notably difficult, but notably rewarding. As always, speak with your GM about your intent with your Called Shot when you make it.
The Optional DC Increase allows GMs to fine-tune the difficulty of their Called Shots, especially if they wish to represent the potentially harsh effects Called Shots can have. The DC increase is added to the AC of a Called Shot attack's target, representing the increased difficulty of hitting smaller and more crucial targets with their attacks. This optional increase is in addition to the disadvantage, to further stress both the power, and the struggle, of landing these decimating attacks.
When healing is received, locations are healed in any order the target desires as their total HP is restored. Remember that location HP is not its own separate HP track, but merely an indicator of a part of your character's total HP. However, If a location is in any way destroyed, disabled, dismembered, or otherwise at 0HP, it can only be healed through more intensive means than simpler healing.
A dead location may only be healed by applying some form of Lesser Restoration, Greater Restoration or Regenerate on it, or by performing a one-hour medicine check with a DC of 12 + Target Level - Target CON. If successful, the limb is restored with 1HP whether by spell effect or skill check, and if the skill check was performed over a Short Rest, the target cannot spend any Hit Dice healing it for that rest.