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NWN2 IDEAS

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Name  Specific area targeting
Author  Joseph HInes
Submitted / Updated  07-12-2007 / 07-15-2007
Category  Script
Short Description  A way to get fallout-esque body part attacks in this psuedoaction game.
Type  Additions
Description
Here's my idea- A DMFI compatable extra option bar, kind of like the modebar.

this is called the targeting bar. you choose one target, or toggle off targeting, and choosing one target with another enabled will replace the older current target with the newer one.

each target will have a modifier to hit (all negative) and a modifier to damage (all positive)... but vital organs will have not only a large modifier to damage, but also to crit chance (if the player does not get a crutial hit, a script fires that gives the player a 25-75% chance of a crit anyway, so long as they hit. then a crit damage total is rolled, the damage already done is subtracted, and the difference is taken from the target's hitpoints)

here's a basic list of targets:

Heart: (+2 to +4 d20)X(weapon crit damage value) to damage on hardcrit, +1d6 damage without crit(crit represents if it hit the target as intended) hardcrit chance: 10%
miss chance: 25 to 50 %. only works on humanoid, monstrous humanoid, and reptelian humanoid, though for certain outsiders and abberations (if the character succeeds on a lore check that depends on the tags of said creatures) this may also work.

Legs (both) : no added instant damage or hardcrit value, 30% miss chance, gives a penalty of 50% max run speed (and 50% max walk speed), which does not stack (with exeptions, see below). When done to vermin or other many-legged creatures, does a stacking 7.5% penalty to speed per successful attempt. all of these penalties are taken off when the target rests, though by the time you are finished with them, they shouldn't be breathing anymore... unless you ran away or died.

Arms: No extra damage, 35% miss chance.
When attacking humanoid, monstrous humaniod, or reptelian humanoid targets, first attempt puts a penalty of -2 to all of the target's attacks, and the second puts a -4 penalty to all of the target's attack, in addition to making them have to roll (from a d100) 26+ (taken care of by scripting) or miss automatically. the second attempt to break the arms has a 75% miss chance, but does not take off the previous penalty if it misses.

Neck: has a 50-75% miss chance. if successful, the hit acts as if that from a vorpal sword, that basically runs on this principle: target rolls a 1d20 without a modifier from saves (though if his class is one with a high fort or reflex save, he gets a +2 to +6 depending on how many levels he has. if he's your level or below, +2. if he's above you by two levels, +4 bonus, 4 levels, +6 bonus) if you are the same level as him, he must roll, with bonuses for class and level, a 14. if you are two levels higher than him, the DC is increased to 16. at four levels higher, the DC is increased to 20, and at 6 levels higher, 24, and at 8+ levels higher, the DC is 28.


Crotch: 25% miss chance, 25% hardcrit chance, damage dependant on gender. If the target is female, aiming at the crotch does no more damage than it normally would, though the target is diseased (with plague) due to septic poisoning (her bowls have been cut thru). if the target is male, however.... the pain gives him the paralize effect for 3 seconds on a hardcrit, in addition to multiplying damage by 2. this is in addition to base "it's hit!" damage multiplier of X1.5, thus, a hardcrit will multiply normal attacking damage by 3, and the character is desiesed as above due to septic poisoning on any successful hit if male.


Guts: 25% miss chance, no hardcrit.
On a successful hit, the target has base damage multiplied by 2, and those around him/her/it must make a DC20 fort save or vomit (represented by being dazed, and a con modifier of -2. these effects last for 3 seconds)


Anyway, just a system like this (though much more balanced, all sorts of fine tuning... just the body parts and general effects should be used, not the numeric values.)... so that those of us who liked fallout's being able to attack specific body parts will be able to do this in heavy action sequences in certain modules (it'd be a big hit for PW's too, so don't forget to make this work with PvP!).

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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