I am DM a campaign in DnD 5e, where the players have expressed a desire to be able to do Called Shots. I am not resistant to this idea, but what I do not want is for the Called Shots to be so useful that there is rarely a reason to do a normal attack.
Note, I know and agree with most of the downsides to called shots (Slows down the game, Monsters will use them vs players, etc), and intend to bring these issues up with my players. Knowing them however, I think they will want to play with these rules.
With this in mind, I have come up with the below rules:
Called Shots can only be made when an attack roll has advantage. When a called shot is requested, the attack roll loses the advantage. Some called shots are not always possible, depending on body shape/armor type. Every type of called shot also involves an AC bump.
There is an additional effect when a called shot is a critical hit. This is on top of the normal effect.
Called shots do normal HP damage. Any effect from the called shot is an additional effect.
For effects with DC, intent is to have the DC in line with spell saves for this level. So most likely, if the attack was made with Dex, DC would be 8+Dex+Prof. If a monster (like a giant) had a DC I felt was to high because of this I have no problem lowering it on the fly.
- -1d4 to Saving Throws for 1 round
- Critical: Con save or Stunned for 1 round. On Success, -1d4 to Saving Throws for 2 rounds.
- Disadvantage on next attack
- Critical: Disadvantage on all attack for 2 rounds, Str Save or drops what they are holding weapon.
- Speed is halved for 2 rounds
- Critical: Speed is 0 for 1 round, Str Save or fall prone
- -1d6 to Constitution Saving throws for 1 round
- Critical: Incapacitated for 1 round
- Disadvantage on perception checks for 1d4 rounds
- Critical: Blinded for 1 round
- Deafened for 1d4 rounds
- Critical: Con save or Stunned for 1 round.
Important note, the main attackers in my party are an Arcane Trickster Rogue, and a Sharpshooter Monster Hunter Ranger. With that in mind, losing Advantage on the attack role is a serious downside. No one in the party has increased Critical Range.
Are there any significant balance concerns that I am not seeing here, or any effects that need to be adjusted/reworked?