Is it balanced to allow “called shots” to occur on a natural 20 on attack rolls?

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While running a session, I found that some of the players would like to "call shots".



Now while I don't want to allow "crit on desire" by always aiming for the head/eyes/etc., I was thinking about allowing it on a natural 20 - it's already guaranteed to hit & also do critical damage (most of the time), so what would be the effect of allowing this, assuming that the extra damage from "hitting in the head" would be the same as the normal crit bonus?



Has anyone tried running something similar to this? Does anyone see potential issues? I'm looking at it as a way to allow the "fluff" without really changing the mechanics of it at all.




Related question: Aiming at specific body parts










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  • 3




    For clarification...what extra effects do you see striking body parts to have? From your post, I can't tell if you're talking pure fluff, or if you have a table of extra effects...
    – guildsbounty
    2 hours ago










  • Purely fluff, but in general the normal crit damage
    – user2813274
    1 hour ago






  • 1




    To clarify, there would be no mechanical benefit to the called shot? It's just like a regular critical hit but with a narrated target?
    – David Coffron
    1 hour ago







  • 1




    "Purely fluff, but in general the normal crit damage" So the question is — is your fluff balanced?
    – enkryptor
    1 hour ago






  • 3




    @user2813274 I'm confused-- if it's just a narrated target with no additional mechanical features, what question remains? And if you intend to potentially allow other effects, do you have any guidelines on what those might be?
    – Upper_Case
    1 hour ago














up vote
1
down vote

favorite












While running a session, I found that some of the players would like to "call shots".



Now while I don't want to allow "crit on desire" by always aiming for the head/eyes/etc., I was thinking about allowing it on a natural 20 - it's already guaranteed to hit & also do critical damage (most of the time), so what would be the effect of allowing this, assuming that the extra damage from "hitting in the head" would be the same as the normal crit bonus?



Has anyone tried running something similar to this? Does anyone see potential issues? I'm looking at it as a way to allow the "fluff" without really changing the mechanics of it at all.




Related question: Aiming at specific body parts










share|improve this question



















  • 3




    For clarification...what extra effects do you see striking body parts to have? From your post, I can't tell if you're talking pure fluff, or if you have a table of extra effects...
    – guildsbounty
    2 hours ago










  • Purely fluff, but in general the normal crit damage
    – user2813274
    1 hour ago






  • 1




    To clarify, there would be no mechanical benefit to the called shot? It's just like a regular critical hit but with a narrated target?
    – David Coffron
    1 hour ago







  • 1




    "Purely fluff, but in general the normal crit damage" So the question is — is your fluff balanced?
    – enkryptor
    1 hour ago






  • 3




    @user2813274 I'm confused-- if it's just a narrated target with no additional mechanical features, what question remains? And if you intend to potentially allow other effects, do you have any guidelines on what those might be?
    – Upper_Case
    1 hour ago












up vote
1
down vote

favorite









up vote
1
down vote

favorite











While running a session, I found that some of the players would like to "call shots".



Now while I don't want to allow "crit on desire" by always aiming for the head/eyes/etc., I was thinking about allowing it on a natural 20 - it's already guaranteed to hit & also do critical damage (most of the time), so what would be the effect of allowing this, assuming that the extra damage from "hitting in the head" would be the same as the normal crit bonus?



Has anyone tried running something similar to this? Does anyone see potential issues? I'm looking at it as a way to allow the "fluff" without really changing the mechanics of it at all.




Related question: Aiming at specific body parts










share|improve this question















While running a session, I found that some of the players would like to "call shots".



Now while I don't want to allow "crit on desire" by always aiming for the head/eyes/etc., I was thinking about allowing it on a natural 20 - it's already guaranteed to hit & also do critical damage (most of the time), so what would be the effect of allowing this, assuming that the extra damage from "hitting in the head" would be the same as the normal crit bonus?



Has anyone tried running something similar to this? Does anyone see potential issues? I'm looking at it as a way to allow the "fluff" without really changing the mechanics of it at all.




Related question: Aiming at specific body parts







dnd-5e balance house-rules critical-hit locational-damage






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edited 2 hours ago









V2Blast

16.2k239104




16.2k239104










asked 2 hours ago









user2813274

393139




393139







  • 3




    For clarification...what extra effects do you see striking body parts to have? From your post, I can't tell if you're talking pure fluff, or if you have a table of extra effects...
    – guildsbounty
    2 hours ago










  • Purely fluff, but in general the normal crit damage
    – user2813274
    1 hour ago






  • 1




    To clarify, there would be no mechanical benefit to the called shot? It's just like a regular critical hit but with a narrated target?
    – David Coffron
    1 hour ago







  • 1




    "Purely fluff, but in general the normal crit damage" So the question is — is your fluff balanced?
    – enkryptor
    1 hour ago






  • 3




    @user2813274 I'm confused-- if it's just a narrated target with no additional mechanical features, what question remains? And if you intend to potentially allow other effects, do you have any guidelines on what those might be?
    – Upper_Case
    1 hour ago












  • 3




    For clarification...what extra effects do you see striking body parts to have? From your post, I can't tell if you're talking pure fluff, or if you have a table of extra effects...
    – guildsbounty
    2 hours ago










  • Purely fluff, but in general the normal crit damage
    – user2813274
    1 hour ago






  • 1




    To clarify, there would be no mechanical benefit to the called shot? It's just like a regular critical hit but with a narrated target?
    – David Coffron
    1 hour ago







  • 1




    "Purely fluff, but in general the normal crit damage" So the question is — is your fluff balanced?
    – enkryptor
    1 hour ago






  • 3




    @user2813274 I'm confused-- if it's just a narrated target with no additional mechanical features, what question remains? And if you intend to potentially allow other effects, do you have any guidelines on what those might be?
    – Upper_Case
    1 hour ago







3




3




For clarification...what extra effects do you see striking body parts to have? From your post, I can't tell if you're talking pure fluff, or if you have a table of extra effects...
– guildsbounty
2 hours ago




For clarification...what extra effects do you see striking body parts to have? From your post, I can't tell if you're talking pure fluff, or if you have a table of extra effects...
– guildsbounty
2 hours ago












Purely fluff, but in general the normal crit damage
– user2813274
1 hour ago




Purely fluff, but in general the normal crit damage
– user2813274
1 hour ago




1




1




To clarify, there would be no mechanical benefit to the called shot? It's just like a regular critical hit but with a narrated target?
– David Coffron
1 hour ago





To clarify, there would be no mechanical benefit to the called shot? It's just like a regular critical hit but with a narrated target?
– David Coffron
1 hour ago





1




1




"Purely fluff, but in general the normal crit damage" So the question is — is your fluff balanced?
– enkryptor
1 hour ago




"Purely fluff, but in general the normal crit damage" So the question is — is your fluff balanced?
– enkryptor
1 hour ago




3




3




@user2813274 I'm confused-- if it's just a narrated target with no additional mechanical features, what question remains? And if you intend to potentially allow other effects, do you have any guidelines on what those might be?
– Upper_Case
1 hour ago




@user2813274 I'm confused-- if it's just a narrated target with no additional mechanical features, what question remains? And if you intend to potentially allow other effects, do you have any guidelines on what those might be?
– Upper_Case
1 hour ago










2 Answers
2






active

oldest

votes

















up vote
3
down vote













As long as the crit is unchanged, then it is balanced.



If nothing is different besides the narration, then by definition the mechanics of the game remain balanced, at least to a first approximation.



Crits are meant to represent great successes in the midst of combat, so in most cases they are a nice fit for called shots. It's a cool opportunity for you or the player to add some flair to the combat.



Beware of extreme called shots.



There are some called shots that simply cannot be successful without any mechanical implications. Consider these examples, where a player crits and wants the called shot to be: a decapitation with a greatsword; an arrow in the enemy's only eye; a strike that cripples a wing.



These called shots are admittedly extreme, but nonetheless it's clear that if they are successful they must come with unbalancing consequences: death, blindness, and loss of flight respectively.



If you want to preserve the balance, your narration will have to undermine called shot like those so that the enemy only takes damage. The problem is that those called shots now feel like relative failures instead of unequivocal successes because the player hoped for something more besides damage.



You have to manage your player's expectations



"Called shots" is not the term I would use to manage such expectations, because the default assumption is that called shots can include extra effects besides damage. Instead, ask "Why don't you describe this crit?" or "How do you want me to describe this crit?". Questions like these provide just as much opportunity for flair and narration, without any of the expectations of a called shot.






share|improve this answer





























    up vote
    1
    down vote













    You're the GM, and so if your decision is that called shots are narrative flavor only, and no mechanical effects are allowed, then gameplay won't change in any way and there will be no balancing issues to deal with.



    If you allow for any mechanical changes then the balance question comes down to what specific new things you allow, and not a general-case sort of answer.



    That in mind, in general I would think that there are two issues, the former relevant if you do not allow any mechanical changes and the latter relevant if you do:



    1. A called shot is a just a more difficult kind of shot, one that tries to hit a smaller and/or more mobile target. You try for the harder shot because there is some benefit to doing so-- maybe you damage an opponent's leg, slowing them down, or knock the weapon out of their hand, etc. I can't imagine any table bothering with a called shot that does nothing-- why not just let them narrate their combat moves however they want, if there is no mechanical difference? So I would think that any table where called shots are possible is one where players will constantly want them to do things beyond a garden-variety crit. If your players expect more than nothing from this, then you can expect regular conflict and disappointment from them.


    2. Calling a shot after the roll seems odd to me. Since called shots are more just a harder kind of regular shot, I would expect a called shot to have a higher difficulty than a regular one. If you allow the called shot declaration after rolling, then a player will essentially be taking the "easier" shot, and its associated difficulty, and getting the outcome of a "harder" shot, perhaps one difficult enough that the player might not have attempted it. Again, if there are no mechanical changes at all then it's all irrelevant flavor and no need for varying difficulties. But if there is any mechanical change then I would think that called shots should be harder, not luckier.






    share|improve this answer




















    • I think #1 is the key issue here - OP might want them to have no mechanical benefit, but if there's no mechanical benefit, there's no reason to actually do any more than just flavoring attacks as normal. This doesn't seem like much of a houserule.
      – V2Blast
      47 mins ago











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    2 Answers
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    active

    oldest

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    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

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    active

    oldest

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    up vote
    3
    down vote













    As long as the crit is unchanged, then it is balanced.



    If nothing is different besides the narration, then by definition the mechanics of the game remain balanced, at least to a first approximation.



    Crits are meant to represent great successes in the midst of combat, so in most cases they are a nice fit for called shots. It's a cool opportunity for you or the player to add some flair to the combat.



    Beware of extreme called shots.



    There are some called shots that simply cannot be successful without any mechanical implications. Consider these examples, where a player crits and wants the called shot to be: a decapitation with a greatsword; an arrow in the enemy's only eye; a strike that cripples a wing.



    These called shots are admittedly extreme, but nonetheless it's clear that if they are successful they must come with unbalancing consequences: death, blindness, and loss of flight respectively.



    If you want to preserve the balance, your narration will have to undermine called shot like those so that the enemy only takes damage. The problem is that those called shots now feel like relative failures instead of unequivocal successes because the player hoped for something more besides damage.



    You have to manage your player's expectations



    "Called shots" is not the term I would use to manage such expectations, because the default assumption is that called shots can include extra effects besides damage. Instead, ask "Why don't you describe this crit?" or "How do you want me to describe this crit?". Questions like these provide just as much opportunity for flair and narration, without any of the expectations of a called shot.






    share|improve this answer


























      up vote
      3
      down vote













      As long as the crit is unchanged, then it is balanced.



      If nothing is different besides the narration, then by definition the mechanics of the game remain balanced, at least to a first approximation.



      Crits are meant to represent great successes in the midst of combat, so in most cases they are a nice fit for called shots. It's a cool opportunity for you or the player to add some flair to the combat.



      Beware of extreme called shots.



      There are some called shots that simply cannot be successful without any mechanical implications. Consider these examples, where a player crits and wants the called shot to be: a decapitation with a greatsword; an arrow in the enemy's only eye; a strike that cripples a wing.



      These called shots are admittedly extreme, but nonetheless it's clear that if they are successful they must come with unbalancing consequences: death, blindness, and loss of flight respectively.



      If you want to preserve the balance, your narration will have to undermine called shot like those so that the enemy only takes damage. The problem is that those called shots now feel like relative failures instead of unequivocal successes because the player hoped for something more besides damage.



      You have to manage your player's expectations



      "Called shots" is not the term I would use to manage such expectations, because the default assumption is that called shots can include extra effects besides damage. Instead, ask "Why don't you describe this crit?" or "How do you want me to describe this crit?". Questions like these provide just as much opportunity for flair and narration, without any of the expectations of a called shot.






      share|improve this answer
























        up vote
        3
        down vote










        up vote
        3
        down vote









        As long as the crit is unchanged, then it is balanced.



        If nothing is different besides the narration, then by definition the mechanics of the game remain balanced, at least to a first approximation.



        Crits are meant to represent great successes in the midst of combat, so in most cases they are a nice fit for called shots. It's a cool opportunity for you or the player to add some flair to the combat.



        Beware of extreme called shots.



        There are some called shots that simply cannot be successful without any mechanical implications. Consider these examples, where a player crits and wants the called shot to be: a decapitation with a greatsword; an arrow in the enemy's only eye; a strike that cripples a wing.



        These called shots are admittedly extreme, but nonetheless it's clear that if they are successful they must come with unbalancing consequences: death, blindness, and loss of flight respectively.



        If you want to preserve the balance, your narration will have to undermine called shot like those so that the enemy only takes damage. The problem is that those called shots now feel like relative failures instead of unequivocal successes because the player hoped for something more besides damage.



        You have to manage your player's expectations



        "Called shots" is not the term I would use to manage such expectations, because the default assumption is that called shots can include extra effects besides damage. Instead, ask "Why don't you describe this crit?" or "How do you want me to describe this crit?". Questions like these provide just as much opportunity for flair and narration, without any of the expectations of a called shot.






        share|improve this answer














        As long as the crit is unchanged, then it is balanced.



        If nothing is different besides the narration, then by definition the mechanics of the game remain balanced, at least to a first approximation.



        Crits are meant to represent great successes in the midst of combat, so in most cases they are a nice fit for called shots. It's a cool opportunity for you or the player to add some flair to the combat.



        Beware of extreme called shots.



        There are some called shots that simply cannot be successful without any mechanical implications. Consider these examples, where a player crits and wants the called shot to be: a decapitation with a greatsword; an arrow in the enemy's only eye; a strike that cripples a wing.



        These called shots are admittedly extreme, but nonetheless it's clear that if they are successful they must come with unbalancing consequences: death, blindness, and loss of flight respectively.



        If you want to preserve the balance, your narration will have to undermine called shot like those so that the enemy only takes damage. The problem is that those called shots now feel like relative failures instead of unequivocal successes because the player hoped for something more besides damage.



        You have to manage your player's expectations



        "Called shots" is not the term I would use to manage such expectations, because the default assumption is that called shots can include extra effects besides damage. Instead, ask "Why don't you describe this crit?" or "How do you want me to describe this crit?". Questions like these provide just as much opportunity for flair and narration, without any of the expectations of a called shot.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited 21 mins ago

























        answered 35 mins ago









        Ruse

        3,700541




        3,700541






















            up vote
            1
            down vote













            You're the GM, and so if your decision is that called shots are narrative flavor only, and no mechanical effects are allowed, then gameplay won't change in any way and there will be no balancing issues to deal with.



            If you allow for any mechanical changes then the balance question comes down to what specific new things you allow, and not a general-case sort of answer.



            That in mind, in general I would think that there are two issues, the former relevant if you do not allow any mechanical changes and the latter relevant if you do:



            1. A called shot is a just a more difficult kind of shot, one that tries to hit a smaller and/or more mobile target. You try for the harder shot because there is some benefit to doing so-- maybe you damage an opponent's leg, slowing them down, or knock the weapon out of their hand, etc. I can't imagine any table bothering with a called shot that does nothing-- why not just let them narrate their combat moves however they want, if there is no mechanical difference? So I would think that any table where called shots are possible is one where players will constantly want them to do things beyond a garden-variety crit. If your players expect more than nothing from this, then you can expect regular conflict and disappointment from them.


            2. Calling a shot after the roll seems odd to me. Since called shots are more just a harder kind of regular shot, I would expect a called shot to have a higher difficulty than a regular one. If you allow the called shot declaration after rolling, then a player will essentially be taking the "easier" shot, and its associated difficulty, and getting the outcome of a "harder" shot, perhaps one difficult enough that the player might not have attempted it. Again, if there are no mechanical changes at all then it's all irrelevant flavor and no need for varying difficulties. But if there is any mechanical change then I would think that called shots should be harder, not luckier.






            share|improve this answer




















            • I think #1 is the key issue here - OP might want them to have no mechanical benefit, but if there's no mechanical benefit, there's no reason to actually do any more than just flavoring attacks as normal. This doesn't seem like much of a houserule.
              – V2Blast
              47 mins ago















            up vote
            1
            down vote













            You're the GM, and so if your decision is that called shots are narrative flavor only, and no mechanical effects are allowed, then gameplay won't change in any way and there will be no balancing issues to deal with.



            If you allow for any mechanical changes then the balance question comes down to what specific new things you allow, and not a general-case sort of answer.



            That in mind, in general I would think that there are two issues, the former relevant if you do not allow any mechanical changes and the latter relevant if you do:



            1. A called shot is a just a more difficult kind of shot, one that tries to hit a smaller and/or more mobile target. You try for the harder shot because there is some benefit to doing so-- maybe you damage an opponent's leg, slowing them down, or knock the weapon out of their hand, etc. I can't imagine any table bothering with a called shot that does nothing-- why not just let them narrate their combat moves however they want, if there is no mechanical difference? So I would think that any table where called shots are possible is one where players will constantly want them to do things beyond a garden-variety crit. If your players expect more than nothing from this, then you can expect regular conflict and disappointment from them.


            2. Calling a shot after the roll seems odd to me. Since called shots are more just a harder kind of regular shot, I would expect a called shot to have a higher difficulty than a regular one. If you allow the called shot declaration after rolling, then a player will essentially be taking the "easier" shot, and its associated difficulty, and getting the outcome of a "harder" shot, perhaps one difficult enough that the player might not have attempted it. Again, if there are no mechanical changes at all then it's all irrelevant flavor and no need for varying difficulties. But if there is any mechanical change then I would think that called shots should be harder, not luckier.






            share|improve this answer




















            • I think #1 is the key issue here - OP might want them to have no mechanical benefit, but if there's no mechanical benefit, there's no reason to actually do any more than just flavoring attacks as normal. This doesn't seem like much of a houserule.
              – V2Blast
              47 mins ago













            up vote
            1
            down vote










            up vote
            1
            down vote









            You're the GM, and so if your decision is that called shots are narrative flavor only, and no mechanical effects are allowed, then gameplay won't change in any way and there will be no balancing issues to deal with.



            If you allow for any mechanical changes then the balance question comes down to what specific new things you allow, and not a general-case sort of answer.



            That in mind, in general I would think that there are two issues, the former relevant if you do not allow any mechanical changes and the latter relevant if you do:



            1. A called shot is a just a more difficult kind of shot, one that tries to hit a smaller and/or more mobile target. You try for the harder shot because there is some benefit to doing so-- maybe you damage an opponent's leg, slowing them down, or knock the weapon out of their hand, etc. I can't imagine any table bothering with a called shot that does nothing-- why not just let them narrate their combat moves however they want, if there is no mechanical difference? So I would think that any table where called shots are possible is one where players will constantly want them to do things beyond a garden-variety crit. If your players expect more than nothing from this, then you can expect regular conflict and disappointment from them.


            2. Calling a shot after the roll seems odd to me. Since called shots are more just a harder kind of regular shot, I would expect a called shot to have a higher difficulty than a regular one. If you allow the called shot declaration after rolling, then a player will essentially be taking the "easier" shot, and its associated difficulty, and getting the outcome of a "harder" shot, perhaps one difficult enough that the player might not have attempted it. Again, if there are no mechanical changes at all then it's all irrelevant flavor and no need for varying difficulties. But if there is any mechanical change then I would think that called shots should be harder, not luckier.






            share|improve this answer












            You're the GM, and so if your decision is that called shots are narrative flavor only, and no mechanical effects are allowed, then gameplay won't change in any way and there will be no balancing issues to deal with.



            If you allow for any mechanical changes then the balance question comes down to what specific new things you allow, and not a general-case sort of answer.



            That in mind, in general I would think that there are two issues, the former relevant if you do not allow any mechanical changes and the latter relevant if you do:



            1. A called shot is a just a more difficult kind of shot, one that tries to hit a smaller and/or more mobile target. You try for the harder shot because there is some benefit to doing so-- maybe you damage an opponent's leg, slowing them down, or knock the weapon out of their hand, etc. I can't imagine any table bothering with a called shot that does nothing-- why not just let them narrate their combat moves however they want, if there is no mechanical difference? So I would think that any table where called shots are possible is one where players will constantly want them to do things beyond a garden-variety crit. If your players expect more than nothing from this, then you can expect regular conflict and disappointment from them.


            2. Calling a shot after the roll seems odd to me. Since called shots are more just a harder kind of regular shot, I would expect a called shot to have a higher difficulty than a regular one. If you allow the called shot declaration after rolling, then a player will essentially be taking the "easier" shot, and its associated difficulty, and getting the outcome of a "harder" shot, perhaps one difficult enough that the player might not have attempted it. Again, if there are no mechanical changes at all then it's all irrelevant flavor and no need for varying difficulties. But if there is any mechanical change then I would think that called shots should be harder, not luckier.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 1 hour ago









            Upper_Case

            37017




            37017











            • I think #1 is the key issue here - OP might want them to have no mechanical benefit, but if there's no mechanical benefit, there's no reason to actually do any more than just flavoring attacks as normal. This doesn't seem like much of a houserule.
              – V2Blast
              47 mins ago

















            • I think #1 is the key issue here - OP might want them to have no mechanical benefit, but if there's no mechanical benefit, there's no reason to actually do any more than just flavoring attacks as normal. This doesn't seem like much of a houserule.
              – V2Blast
              47 mins ago
















            I think #1 is the key issue here - OP might want them to have no mechanical benefit, but if there's no mechanical benefit, there's no reason to actually do any more than just flavoring attacks as normal. This doesn't seem like much of a houserule.
            – V2Blast
            47 mins ago





            I think #1 is the key issue here - OP might want them to have no mechanical benefit, but if there's no mechanical benefit, there's no reason to actually do any more than just flavoring attacks as normal. This doesn't seem like much of a houserule.
            – V2Blast
            47 mins ago


















             

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