vbwyrde
2017-09-22T21:35:38Z
So I have a percent strength rule which reads as follows in the current version of the rules book:

Percent Strength Rule: A Character using a hand weapon can choose a “Full Strength Blow” which gives a +1 Damage, but -1 AL. A Careful Blow” gives -1 Damage, but a +1 AL. If you use the Fatigue Rule then a “Careful Blow” also reduces the Fatigue used per Melee to ½ point. A “Precision Blow” has a -2 Damage, but a +2 AL, and gives a +2 on the Critical Hit Multiplier roll if a Critical Hit is scored (maximum critical hit multiplier = 😎 indicating that the “Precision Blow” hit the exact spot intended.

Quote:

Full Strength: +1 Damage, -1 AL
Normal: +0 Damage, -0 AL
Careful Blow: -1 Damage, +1 AL
Precision Blow: -2 Damage, +2 AL - +2 Critical Hit Multiplier (Max = 8)



Now a friend of mine (thank you Chris), has suggested making this rule more flexible so that it allows the player to more effectively utilize the Precision Blow. The idea would be that they could choose to do a number of other things than get bonus damage, such as disarm, disable, escape, or entangle, or subdue the opponent on success. His recommendation read like this:

Quote:


Player declares "Precision Attack" at the beginning of their turn
-2 to Skill Level of Opponent for a an accurate shot at a limb
-3 to Skill Level of Opponent for a an accurate shot at a smaller location (hand)

If it does any damage to Life points, there is an immedate effect like dropping a weapon or being momentarily blinded.
If it does 1/2 damage of the opponent's Life points, a limb is disabled.
If it does 1/3 damage of the opponent's Life points, to a smaller location, it is disabled.

Something simpler would be even better.



So I'm looking for that simpler solution. Any suggestions?


Thanks in advance!

:)