Targeting body parts

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

I understand the penalty for targeting specific body parts, but unless it is to bypass armor, does it have any advantage?

I keep wondering about making a limited crit chart based on location. That way a headshot (for example) is more likely to get dazed, confused, blinded, etc., but not hamstrung or maimed.

AFAIK, no mechanical benefit. But GM can always apply logical benefits. If you shoot an opponent to arm he may drop his weapon. If PC shoots NPC and targets a hand, I'd allow PC to use advantages to make NPC drop his weapon. If PC would shoot to head, I'd allow PC to use advantages to temporarily blind NPC. These are all without crits.

When thinking about limited crit chart, remember that this system is not meant to simulationistic system, which describes heavily how and what happens. This is more narrative cinematic system. I see crit table results more as effects, than hard crit results. If PC targets NPC leg, and gets blinded as crit result, we either make it so that opponent is partially paralyzed, which gives him same mechanical penalty, to applicable actions, or make the narrative such it makes sense. "You shoot him to leg, and his boot practically explodes, sending fragments of material around, and few shards hit opponents eyes blinding him.

Anyway remember that only you and your group know what will work for you, and you should follow that knowledge.

Personally, I feel that limited crit charts are limited and kind of overkill. If PC shoots opponent to head, and crit result is maimed, we just narrate the effect so that everything makes sense. Or, if result is totally stupid, then we just choose closest reasonable result. After all, this is not competition, so both, me and PCs can and will be flexible. Also, I don't want to encourage my PCs to always target e.g. head, by making actual head shots easier (Storytime: Once, we played Milleniums End rpg, and always everytime we took headshots, and rarely failed. One shot, one kill. Thankfully GM took our headshots with humour, though, he killed my character with a headshot also.). I'll rather keep the narrative control on our hands, than try to force it to table format (I use word force only because in our group it would actually be forcing. In your group additional tables may be the better solution.). But again, I don't think there are right or wrong style.

Few potential problems with customized and limited tables:

- As game generally has no hit locations, will you use them only with specially targeted shots? That also may lead to curious situations. What table will you use if target is partially between cover (also, do you allow head shots for targets behind cover? Or can character shoot from behind the cover without exposing his head?)

- Balancing. How are tables balanced against each other? How to you ensure any one location is not overpowered? If they are just reskinned normal crit table, is it worth the effort?

- There is quite a much work to do when you write new crit tables. Also, what is the granularity you want? Head, arm, leg, torso, or more detailed?

Summary: Personally I want to keep the system as free and narrative as possible. If you want something else, I won't judge, and hope you'll have fun.

I tend to giving said attack a special quality or raise an existing one by +1, depending on the narrative.

Shot to the head: Disorient 1;

Legs: Knockdown;

Held object: Sunder (with increased triggering requirement)

etc.

I look to the Crit Injury chart for "inspiration" if the attacker hits I will let them do no damage but instead inflict the mechanical effects of an appropriate Crit. The target doesn't actually suffer a Critical Injury in this, unless a Crti is triggered, they just have to deal with the complications. Usually limit them to Easy or Average Crits, a particularly successful hit may get the results from a Hard Crit.

The other way I use this is to target a character within a vehicle. Say someone wants to shoot the driver instead of the vehicle; aim, suffer 2 setback, and also suffer any Defence ect from the target. No cover is given automatically, I reqire the vehicle occupant to put effort into ducking down, ie a Maneuver.

The "called shot" rule for aiming was designed to target held objects or hamstringing opponents.

In my games, I assume the PCs are always going for kill shots. were that aiming for the heart or head. So headshots are unnecessary.

KRKappel mentioned that the point of a headshot would be to maximize your damage which is achieved through the use of the "Boost die" part of aiming, rather than the 2 setback part. I like that.

The "called shot" rule for aiming was designed to target held objects or hamstringing opponents.

In my games, I assume the PCs are always going for kill shots. were that aiming for the heart or head. So headshots are unnecessary.

KRKappel mentioned that the point of a headshot would be to maximize your damage which is achieved through the use of the "Boost die" part of aiming, rather than the 2 setback part. I like that.

That is, in fact, an easy viable solution, and it will work splendidly, until...

your gunslinger is learning Call'em and asks you: What interesting things can I actually do of with this? So, I had to come up with something more elaborate.