Aiming options
The guidelines for standard close-quarters combat targeting include limitations based on you and your opponent’s size. Below, you’ll find the size-dependent limitations. Should any particular circumstances arise, the Game Master will determine the availability of unique special maneuver choices.
The limitations apply only to melee combat and not to ranged combat.
Keep in mind that the Game Master has the authority to adjust the rules at any time to better suit the flow of the game.
Additional Details
Small: 2 to 4 feet tall
Medium: About the size of a human, roughly 4 to 8 feet.
Large: About the size of a horse or larger, roughly 8 to 16 feet.
Huge: Giant-sized, roughly 16 to 32 feet.
Gargantuan: Truly massive, 32 feet and above, potentially covering an area of several octagons on a battle map.
As a general rule of thumb: When a creature is larger than you, your ability to reach its body diminishes in stages—first the head, then the torso, upper legs, and eventually the entire leg becomes inaccessible. Conversely, for a larger creature interacting with a smaller one, it becomes increasingly difficult for the larger creature to reach the smaller one’s legs.
SMALL vs SMALL
Both Opponents: Have full reach in both melee and ranged combat, allowing them to target all body parts of each other.
SMALL vs MEDIUM
- Small Opponent: Cannot reach the head of the medium opponent in melee combat.
- Medium Opponent: Cannot target the legs of the small opponent in melee combat.
SMALL vs LARGE
- Small Opponent: Can only reach the legs of the large opponent in melee combat. They cannot target the torso, arms, or head.
- Large Opponent: Can only target the torso and head of the small opponent in melee combat, ignoring the legs.
SMALL vs HUGE
- Small Opponent: Can only reach the feet or lower legs of the huge opponent in melee combat. They cannot target higher body parts without aids or special conditions.
- Huge Opponent: Can only target the torso and head of the small opponent in melee combat, ignoring the legs.
SMALL vs GARGANTUAN
- Small Opponent: Can only reach the toes or feet of the gargantuan opponent in melee combat. They are unable to target higher body parts without significant aids.
- Gargantuan Opponent: Can only target the torso and head of the small opponent in melee combat, ignoring the legs.
MEDIUM vs MEDIUM
Both Opponents: Have full reach in both melee and ranged combat, allowing them to target all body parts of each other.
MEDIUM vs LARGE
- Medium Opponent: Can only reach the legs of the large opponent in melee combat. They cannot target the torso, arms, or head without aids like climbing.
- Large Opponent: Can only target the torso and head of the medium opponent in melee combat, ignoring the legs.
MEDIUM vs HUGE
- Medium Opponent: Can only reach the feet or lower legs of the huge opponent in melee combat. They cannot target the torso, arms, or head without specific tools or circumstances.
- Huge Opponent: Can only target the torso and head of the medium opponent in melee combat, ignoring the legs.
MEDIUM vs GARGANTUAN
- Medium Opponent: Can only target the toes or feet of the gargantuan opponent in melee combat. They are unable to reach higher body parts.
- Gargantuan Opponent: Can only target the torso and head of the medium opponent in melee combat, ignoring the legs.
LARGE vs LARGE
LARGE vs HUGE
Both Opponents: Have full reach in both melee and ranged combat, allowing them to target all body parts of each other.
LARGE vs GARGANTUAN
- Medium Opponent: Can only reach the legs of the large opponent in melee combat. They cannot target the torso, arms, or head without aids like climbing.
- Large Opponent: Can only target the torso and head of the medium opponent in melee combat, ignoring the legs.
HUGE vs HUGE
- Medium Opponent: Can only reach the feet or lower legs of the huge opponent in melee combat. They cannot target the torso, arms, or head without specific tools or circumstances.
- Huge Opponent: Can only target the torso and head of the medium opponent in melee combat, ignoring the legs.
HUGE vs GARGANTUAN
- Medium Opponent: Can only target the toes or feet of the gargantuan opponent in melee combat. They are unable to reach higher body parts.
- Gargantuan Opponent: Can only target the torso and head of the medium opponent in melee combat, ignoring the legs.
GARGANTUAN vs GARGANTUAN
Unusual Conditions
A person’s posture can even affect the outcome of a die roll. For instance, holding your arm straight down might result in a hit on rolls of 3, 6, or 9. On the other hand, raising your arm at a 45-degree angle could lead to a hit on rolls of 2, 6, or 10 instead.
Running combat with this level of dynamic detail can feel excessive in general gameplay. However, it could be worthwhile when something particularly significant hinges on the outcome.
zooma in för detalj sikte blir två slag båda elle ingen. arm först 10 sedan 10.
Adding limbs
As opponents grow larger, longer, or possess more extremities, the GM will outline the associated constraints.
To anticipate the target area, refer to the image above and extrapolate for creatures of greater or smaller size. Additional body parts like legs, arms, or wings will be treated as supplementary aiming squares, akin to those used in focus aiming.
EXAMPLE
When designing a medium humanoid character, the distribution of hit points by body parts is typically as follows:
- Head: 15%
- Torso: 35%
- Arms: 20%
- Legs: 30%
If you modify the character’s appearance, such as making them stouter, you’ll need to adjust these percentages accordingly. For example, a stouter creature might have 40% of hit points allocated to the torso and 10% to the head, with 15% for the arms.
When introducing additional body parts like wings or a tail, you should redistribute the existing percentages to accommodate these new extremities. This involves reducing the proportion of hit points assigned to the original body parts to balance the total to 100%.
Once the percentage distribution is finalized, you then calculate the hit points. Each new body part added, such as wings or tails, is targeted using the same method as the original parts, typically through an aiming square for focused aiming. This ensures consistency in how hit points and damage are handled across all body parts.
For instance, the NPC to the left possesses two additional arms. Analyzing the distribution of mass across the body parts—the legs, arms, and torso—it appears that they roughly occupy equal areas, suitable for targeting. Normally, the head accounts for about 15% of the total hit points. The remaining 85% can be equally distributed among the arms, legs, and torso. To simplify, let’s adjust the head’s percentage to 16%, and evenly distribute the remaining 84% across the three body parts, which equals 28% each.
Here’s the revised distribution:
- Head: 16%
- Torso: 28%
- Arms: 28% (7% per arm, considering four arms)
- Legs: 28% (14% per leg, assuming two legs)