I´ve been thinking about introducing hit locations for a long time - pretty much since I got the THB. No,w I think I have figured something out that should work.
Each attack is either a called shot, as per the usual rules*, or normal attack. However, if a called shot misses by 1/2 or less the called shot modifier, it hits a body region determined randomly, as if it was a normal attack.
The hit location is determined randomly, by rolling 2d6:
2 Head
3 Right Arm
4 Right Arm
5 Right Leg
6 Upper Torso
7 Lower Torso
8 Upper Torso
9 Left Leg
10 Left Arm
11 Left Arm
12 Head
On a critical hit, AR is ignored as per usual rules; however, if the hit location is not armored, or if the attacker chooses to forego ignoring AR in case of a critical hit (only possible with a called shot, and/or Assassin/Sniper feat; has to be announced before the attack), then attack hits a particularly vulnerable part of the hit location:
Head: eye, ear, nose, throat
Upper Torso: spine, heart, lung
Lower Torso: spine, groin, hip
Arm: elbow, shoulder joint, hand
Leg: knee, foot
Hits to any of these vulnerable locations have specific (read: BAD) consequences beyond Lifeblood loss.
Instead of a "global" Lifeblood pool, or maybe in addition to it, each hit location has its own Lifeblood rating.
Upper Torso: LB*1
Lower Torso: LB*0.8
Legs: LB*0.75 each
Arms: LB*0.6 each
Head: LB*0.4
A hit location is incapacitated if its Lifeblood rating drops to 0 or below, and is crippled if the Lifeblood rating drops to or below its negative maximum Lifeblood rating - that is, a character with a Con score of 12 would have a Lifeblood of 9 for each leg; 9 points of Lifeblood damage to a leg would incapacitate it, 18 points would cripple it.
Incapacitating damage to head or torso cause a character to become unconscious; crippling damage to head or torso kill a character.
An incapacitated limb becomes useless, a crippled limb needs urgent medical attention or might be lost. (So at last the Surgery feat has its use...)
Each attack is either a called shot, as per the usual rules*, or normal attack. However, if a called shot misses by 1/2 or less the called shot modifier, it hits a body region determined randomly, as if it was a normal attack.
The hit location is determined randomly, by rolling 2d6:
2 Head
3 Right Arm
4 Right Arm
5 Right Leg
6 Upper Torso
7 Lower Torso
8 Upper Torso
9 Left Leg
10 Left Arm
11 Left Arm
12 Head
On a critical hit, AR is ignored as per usual rules; however, if the hit location is not armored, or if the attacker chooses to forego ignoring AR in case of a critical hit (only possible with a called shot, and/or Assassin/Sniper feat; has to be announced before the attack), then attack hits a particularly vulnerable part of the hit location:
Head: eye, ear, nose, throat
Upper Torso: spine, heart, lung
Lower Torso: spine, groin, hip
Arm: elbow, shoulder joint, hand
Leg: knee, foot
Hits to any of these vulnerable locations have specific (read: BAD) consequences beyond Lifeblood loss.
Instead of a "global" Lifeblood pool, or maybe in addition to it, each hit location has its own Lifeblood rating.
Upper Torso: LB*1
Lower Torso: LB*0.8
Legs: LB*0.75 each
Arms: LB*0.6 each
Head: LB*0.4
A hit location is incapacitated if its Lifeblood rating drops to 0 or below, and is crippled if the Lifeblood rating drops to or below its negative maximum Lifeblood rating - that is, a character with a Con score of 12 would have a Lifeblood of 9 for each leg; 9 points of Lifeblood damage to a leg would incapacitate it, 18 points would cripple it.
Incapacitating damage to head or torso cause a character to become unconscious; crippling damage to head or torso kill a character.
An incapacitated limb becomes useless, a crippled limb needs urgent medical attention or might be lost. (So at last the Surgery feat has its use...)