So, the other day I was running a session with my fairly new players in which they were trying to drive a dragon out of its hideout. When the dragon became prone and they ran up to it to hit at it with their axes, swords, daggers... etc. they told me they were going to aim for specific parts of the dragon, like its eyes or wings or tail. I didn’t know how to respond to this or how to run this. But thinking about it afterwards I looked up the answer in the Players Handbook as well as the Dungeon Master’s guide, but couldn’t find anything. Does anyone have any rules/suggestions on whether aiming for specific spots is possible and if so, how it works? It seems to me like there should be some way to do this so as to make combat more interesting and strategic. However, this seems like without limiting rules, it would be very unbalanced because all the players would have to do is aim to cut off the head or something. Anyways. If anyone has an answer to this, I would greatly appreciate the help!
There are no official rules for called shots. It is a common house rule to try, but it rarely works out. Remember that anything players can do monsters can do too.
See, these are very, very complicated and involved rules that big down the game. And half these rules don't translate directly into 5e's simpler system.
And even after they are adjusted and implemented, you will have to consider that monsters generally get to make more attacks than players. So the risk to players is raised.
I'll usually allow called shots at a penalty, but the shot will have little to no effect aside from the directly intended one. A called shot to the eye will give the enemy disadvantage for a round or two or blind them if you get both, but won't inflict any damage to their hp. A called shot to the hand might get the bad guy to drop the mcguffin, but leave them otherwise unharmed.
Like many things in D&D, it's absolutely ok to allow your players to do these things - it is a storytelling thing though, rather than requiring additional game mechanics that would slow down an exciting combat at the climax.
The rules assume that characters are always making their attacks in the most effective way possible by default.
If the dragon is prone then they'll be making their attacks at advantage, which represents the characters having access to more vulnerable parts of the dragon.
DM: "You're running up to stab the dragon in the eye with your dagger? Cool! Make your attack roll at advantage!"
You don't need special rules for disabling creatures that are damaged - you can just use storytelling.
Player: I got a 21 on my attack roll. DM: A hit! You dash forwards, as the mighty dragon thrashes around, trying to regain its footing. Your dagger thrust is good, piercing the softer skin at the edge of its right eye. The dragon roars in pain as blood wells up into its eye.
One caution - if you do decide to grant mechanical bonuses to characters making "called shots" then you will likely find that they start to do this every single combat.
You could compensate by, say, letting them take a called shot for a specified intended effect plus standard damage, but bump the AC similar to cover rules.
"You want to try to shoot him in the leg to slow his movement? OK - roll for attack, but it's considered half cover, +2 to AC. If you hit, he takes damage and his movement is halved for the next round."
"You want to shoot him in the eye to blind him? OK, but it's +5 to AC. If you hit, he takes damage and he's blinded for the next two rounds."
I find the way to avoid players trying to call shots all the time is to make sure they understand that situation is only available under certain circumstances. Make them work for the opportunity to get a bonus effect. Something that is beyond what you already have rules for...your prone dragon already offers advantage to melee attacks. To get something even bigger then that in my games requires something extra special. Discovering a creatures weakness and doing a huge amount of damage using that weakness might open it up for a special effect. A well thought out and planned trap might offer that opportunity. Doing something extra brave, attempting a hail mary maneuver, or acting in a way to help protect your friends also encourages me to give that chance.
I also am careful to make sure the window of opportunity is small and includes a lot of risk, but a huge reward. Usually the event that triggers that chance will only work for the next player in the round. One chance. Did three members of your party just coordinate their movement and attacks to get the beholder over the sand pit? Your fourth member now has that one chance to use the sand to blind the beholder's main eye. If they miss then they won't get another chance, but if they hit the beholder will be blind for a round and the main eye won't work during that time!
There's no official rules to this, it's all situational and allowing player suggestions and thinking about what both makes sense and is fun. But it's always fun to think about trying!
Hey everyone
So, the other day I was running a session with my fairly new players in which they were trying to drive a dragon out of its hideout. When the dragon became prone and they ran up to it to hit at it with their axes, swords, daggers... etc. they told me they were going to aim for specific parts of the dragon, like its eyes or wings or tail. I didn’t know how to respond to this or how to run this. But thinking about it afterwards I looked up the answer in the Players Handbook as well as the Dungeon Master’s guide, but couldn’t find anything. Does anyone have any rules/suggestions on whether aiming for specific spots is possible and if so, how it works? It seems to me like there should be some way to do this so as to make combat more interesting and strategic. However, this seems like without limiting rules, it would be very unbalanced because all the players would have to do is aim to cut off the head or something. Anyways. If anyone has an answer to this, I would greatly appreciate the help!
There are no official rules for called shots. It is a common house rule to try, but it rarely works out. Remember that anything players can do monsters can do too.
You could take Pathfinder's called shots rules and try to tweak them to work better with 5e.
See, these are very, very complicated and involved rules that big down the game. And half these rules don't translate directly into 5e's simpler system.
And even after they are adjusted and implemented, you will have to consider that monsters generally get to make more attacks than players. So the risk to players is raised.
I'll usually allow called shots at a penalty, but the shot will have little to no effect aside from the directly intended one. A called shot to the eye will give the enemy disadvantage for a round or two or blind them if you get both, but won't inflict any damage to their hp. A called shot to the hand might get the bad guy to drop the mcguffin, but leave them otherwise unharmed.
Like many things in D&D, it's absolutely ok to allow your players to do these things - it is a storytelling thing though, rather than requiring additional game mechanics that would slow down an exciting combat at the climax.
The rules assume that characters are always making their attacks in the most effective way possible by default.
If the dragon is prone then they'll be making their attacks at advantage, which represents the characters having access to more vulnerable parts of the dragon.
DM: "You're running up to stab the dragon in the eye with your dagger? Cool! Make your attack roll at advantage!"
You don't need special rules for disabling creatures that are damaged - you can just use storytelling.
Player: I got a 21 on my attack roll.
DM: A hit! You dash forwards, as the mighty dragon thrashes around, trying to regain its footing. Your dagger thrust is good, piercing the softer skin at the edge of its right eye. The dragon roars in pain as blood wells up into its eye.
One caution - if you do decide to grant mechanical bonuses to characters making "called shots" then you will likely find that they start to do this every single combat.
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You could compensate by, say, letting them take a called shot for a specified intended effect plus standard damage, but bump the AC similar to cover rules.
"You want to try to shoot him in the leg to slow his movement? OK - roll for attack, but it's considered half cover, +2 to AC. If you hit, he takes damage and his movement is halved for the next round."
"You want to shoot him in the eye to blind him? OK, but it's +5 to AC. If you hit, he takes damage and he's blinded for the next two rounds."
I find the way to avoid players trying to call shots all the time is to make sure they understand that situation is only available under certain circumstances. Make them work for the opportunity to get a bonus effect. Something that is beyond what you already have rules for...your prone dragon already offers advantage to melee attacks. To get something even bigger then that in my games requires something extra special. Discovering a creatures weakness and doing a huge amount of damage using that weakness might open it up for a special effect. A well thought out and planned trap might offer that opportunity. Doing something extra brave, attempting a hail mary maneuver, or acting in a way to help protect your friends also encourages me to give that chance.
I also am careful to make sure the window of opportunity is small and includes a lot of risk, but a huge reward. Usually the event that triggers that chance will only work for the next player in the round. One chance. Did three members of your party just coordinate their movement and attacks to get the beholder over the sand pit? Your fourth member now has that one chance to use the sand to blind the beholder's main eye. If they miss then they won't get another chance, but if they hit the beholder will be blind for a round and the main eye won't work during that time!
There's no official rules to this, it's all situational and allowing player suggestions and thinking about what both makes sense and is fun. But it's always fun to think about trying!
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Thank you so much for the feedback, this will certainly help with my DMing!