"'Hi there,' said a voice.
All our eyes looked through the doorway to the source of the voice. It was a small hangar, with three ships parked inside. Seven figures stood poised in the darkness, most of them holding blaster rifles. The one who spoke stepped forward, eyes gleaming as he hefted his missile tube."
We rolled initiative right after this, and I moved first, as the group is familiar with the bonus abilities I get for doing so.
I then made a called shot, asking our GM if I could shoot the missile tube and detonate the missile inside. He ruled that I would have to generate as much advantage as the wielder might to activate Blast. My roll ended up with one success and two advantage, and the GM deemed it successful.
We won the fight, and the missile tube did blow up in cinematic fashion, but one player felt that my called shot was BS. In his words: it was "too cool" of a moment to get without spending a Force point.
My problem is that called shots ( or the variant function of the Aim Maneuver, technically) are not specified as to their effect. I left it up to the GM to decide how much the cost would be to activate, but I recognize the danger of exploitation.
Can you offer feedback on what could have been done differently to make my called shots more reasonable? I want to keep doing them, but I don't want it to be an issue.
Thanks for reading.
Edited by Darcune