Aiming Question

By DrJill, in Star Wars: Edge of the Empire RPG

On page 201 of the CRB, it says that you can use the aim maneuver to target a specific item carried by the target or a specific part of the target . I'm curious about how the latter would be dealt with. The example that the book gives is aiming at the target's limb to cripple him. How does this play out in terms of rules? Do you apply the Crippled condition from the critical injury list? What about aiming at someone's eye--do they get the Blinded condition? To me that seems like the most logical way to handle it, but I'm not sure that's the correct way to handle it, and I'm also not sure that it wouldn't be overpowered.

Anyone have experience with or advice about this topic?

IMO, this comes down to the GMs call. Depending on what the weapon is and what you are targeting, then applying a particular critical hit might make sense.

However, if you shoot someone in the leg with a blaster, maybe it doesn’t necessarily give them a critical hit, maybe it just gives them regular wound damage although it would not have the soak applied from a Catch Vest that doesn’t cover the leg.

But both sides need to keep in mind that whatever the players do, so can the NPCs. So, if the players are going to go around blinding everyone by shooting them in the eye, then that should happen to them as well.

Edited by bradknowles

Well, my first thought would be that a hit on a specifically aimed for part of a target would deal damage, and an effect to that target. so aiming for a leg gets you damage plus loss of a free maneuver the next round (or some other such narrative based result). If you aim hit, AND have the advantages to crit i could see not rolling and just applying the crit that makes sense. you Aim for the eye, hit, and get advantages you spend on crit, THEN as a GM i blind him. (plus damage)

I would expand on the Silhouette rules when targetting a small part of a person or an item they are carrying. I would call such size Silhouette -1 or even -2 (0 is a Jawa, 1 a Human, for comparison). Per RAW targetting something 2 sizes smaller adds 1 Difficulty. Already adds Setback with RAW.

The added Setback plus the added Maneuver to Aim may make the option look less juicy especially if you are handing out automatic, specified criticals for simple Success. Perhaps you could add that they still need to activate a Critical. If they Aimed, at a specific body part and suffered the Setback increase, the bonus is they get to choose the appropriate Critical instead of rolling when such is activated - Aimed for the eyes? Blinded. Leg? Crippled. Etc.

Ninja'd by Taegins somewhat.

Edited by Sturn

I straight up told my players I hate that rule, and that advantage on your combat check decides whether they can inflict those types of effects (disarms and knocks prone and such). In certain circumstances, I'd consider it, but for the most part I've been just fine pretending that doesn't exist.

I would expand on the Silhouette rules when targetting a small part of a person or an item they are carrying. I would call such size Silhouette -1 or even -2 (0 is a Jawa, 1 a Human, for comparison). Per RAW targetting something 2 sizes smaller adds 1 Difficulty.

The aim rule does specifically mention that you can do this for two setbacks. Is there a reason you prefer this change?

Ninja'd by Taegins somewhat.

Thanks! :)

I would expand on the Silhouette rules when targetting a small part of a person or an item they are carrying. I would call such size Silhouette -1 or even -2 (0 is a Jawa, 1 a Human, for comparison). Per RAW targetting something 2 sizes smaller adds 1 Difficulty.

The aim rule does specifically mention that you can do this for two setbacks. Is there a reason you prefer this change?

Forgetfulness? Old age? Lack of coffee? :)

I dislike Called Shots for general usage. When someone shoots at another creature in this game, I don't assume that they're doing their worst to injure the other person, I assume that they're doing their best. If shooting a specific spot is going to do the most damage and the PC is capable of actually pulling that off, then I assume they're trying to hit that spot. Whether that be an eye, an unarmoured join at their shoulder or whatever. In this context, a called shot makes little sense. Damage in this game is already abstract - you apply the narrative effects after a roll to describe what happened. Not before, for the obvious reason that get contradictions like this: "I hit him in the neck with a blaster but he's okay?" It doesn't work. Not out of having too many or too little dice modifiers, but conceptually as a fundamental way the game works.

Roll really high on your hit roll, score a critical hit... These things tell you when you've scored some special injury on some specific part of their body.

The only time I allow Called Shots is when there is some special reason for it: you want to hit the rampaging armoured beast in the one specific spot that your Xenology roll told you it has, you're chopping off the hand of your estranged son for refusing to rule the galaxy with you, you're aiming for the datapad in the admiral's hand, etc.

If you're just trying to damage an opponent, the rules assume you're already firing at your best.

The only time I allow Called Shots is when there is some special reason for it: you want to hit the rampaging armoured beast in the one specific spot that your Xenology roll told you it has, you're chopping off the hand of your estranged son for refusing to rule the galaxy with you, you're aiming for the datapad in the admiral's hand, etc.

You forgot “Aiming to shoot Boba Fett’s gun out of his hand, while he is shooting at other members of your team.”

;) :ph34r: :lol:

Thanks for all the replies! I think I'll go with some of the suggestions here for when I GM my first game soon!