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Kingdom Death: Monster» Forums » General

Subject: Hit Locations on Monsters rss

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Paul Newby
England
Bolton
Lancashire
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Hi all,

I'm hoping for an informed response (hopefully someone who has played the game maybe?).

If there are hit locations on the monsters, is there at any point a time when one of my survivors, maybe one of a higher/experienced level even can choose where to aim for during combat? I mean all great fighters of any discipline eventually know where to at least try to aim don't they...

Or is every single successful hit determined completely randomly - regardless of survivor level?

If hit locations are added to a board game, isn't it a good idea at some point to let the good guys actually get better at aiming for them?

Or am I missing something?

Thanks in advance!
 
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Nick Wirtz
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Portland
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a few ways:

1- you choose hit order after resolving hits and before resolving damage
2- there's an item that allows you to look ahead and re-order hit locations
3- there are weapon specializations that allows you to variously: roll before assigning the success/failure; cancel a reaction; discard a location to try another one again; re-roll a failure; and at least one ability that allows you to re-draw a location

There's nothing linear, like when you've survived 4 fights, you get some specific better form of control. And there's nothing like "I'll attack his feet," it's all some form of deck/roll manipulation.
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Paul Newby
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Bolton
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Thanks for the quick response Nick!

Unfortunately, what you've described only concerns me even more. I'm starting to find the whole game more and more of an exercise in obfuscation. Just perhaps not the board game for me.

You choose hit order? Do you mean each survivor randomly draws a card and then as a group you decide who hits first?

I'm a little worried that the thorough and detailed combat section I constantly read about doesn't allow combatants to aim at what they want to hit (other than the monster as a whole), other than through specialised equipment or some kind of random mechanic?

I'm currently in for an early bird pledge and I'm really considering my options prior to the 6th Jan.
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sam newman

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say you hit 5 times, you then draw 5 hit locations, you read whats on each card and then choose which to attack in whichever order you like, except some hit locations have FIRST STRIKE which means they always trigger first.

So say you choose to hit the monster in its left arm by choosing the left arm hit location first, you then roll to wound. If you wound you do the wound action if any, if you fail you do the fail action if any. For example Failure to wound might cause a reaction like the monster runs away which would cancel all your other hit location cards you drew. Or the monster attacks you back.

Most of the hit location cards also have a critical hit location section, if you roll a lantern 10 or a crit then you read that part of the text and its usually a very good thing for survivors when you crit.


There are items in the game that can change this up however.

An item lets you look at the next 3 hit locations then put them back in any order.


The sword specialisation for example lets you roll the wound before selecting the hit location card.

Some weapons wound without having to draw a hit location

some allow you to redraw a hit location

some might cancel reactions


Its actually a really good system.
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Nick Wirtz
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A lot of the game revolves around management of probabilities and the 2 major decks (monster actions and monster hit locations).

How attack manipulation goes would be something like the following:
-if you want to, someone can spend an action checking and re-ordering which locations/wounds will be next; a few abilities allow you to passively know what's the immediate next thing
-roll to hit, applying modifiers
-draw locations equal to the number of hits, which will have various reactions (for instance: sometimes you'll get a bonus for success, penalty for failure, automatic reaction, or retaliation for success)
(if you have something that interacts with hit locations, it would usually interact here)
-pick your first location, roll to wound, resolve any effects, if successful, discard one monster move (actions are also health)
-pick your next, etc.

I like it, but if you don't like running deck-style mechanics, you might not.
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Jonahdel
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Since the question has been answered only, I'd like to bring this in:

From a 'lore' perspective, it was explained that the constant chaos of the combat and the monster continually moving makes it really hard for the survivors to hit anything specific.
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Paul Newby
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Bolton
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Thanks all! Much appreciated.

Plenty to think about over the next 3 days.
 
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Jason Ronnfeldt
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I always figured that in a battle you hit wherever you have the opportunity to hit and that you don't often get a 'choice' of where to strike a foe.

The only jarring thing is that often you'll be attacking from either behind or in front of the monster and you draw a hit location on the other side of it.
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David Tolin
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Khula wrote:


I'm a little worried that the thorough and detailed combat section I constantly read about doesn't allow combatants to aim at what they want to hit (other than the monster as a whole)...


That would be cool, but it's not how KDM handles it. In my view, that's a good thing. The way the various hit locations interact and react to create a battle "narrative" is one of the most engaging aspects of the game. Also, keep in mind the monsters all have a very large number of hit locations, and they vary wildly from one monster to the next. It's not like choosing head, torso, arms, or legs. There are 20-30+ unique hit locations for each monster, each with its own flavor, reactions, challenges, etc.
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Alessio Massuoli
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Terni
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Also, you need to keep HLs a bit randomized to keep the game at "more difficult than average" level.

(Being European, I actually think that randomization is a bane to strategic thinking, but in dungeon crawler/battling games I find it actually necessary to keep the game interesting)

If, say, you mixed a rule like "if you hit the white lion here, you will always get a preferable (please note that it's not strictly "better") result" and "on a result of 10, you always succeed", you will end up in disaster rules-wise, either for good or for bad.

In a game that tries to always be a challenge and involves a bit of grinding, you must avoid macroing. Back when we had only white lion at first (and the antelope was not as loved as it became after the horrible, horrible spidicules came out), I counted all the fights in my campaigns and discovered that I got to fight something like 40 lions before beginning to think that it was boring me. This is quite good actually, since you fight that many lions in 4 to 7 campaigns.

Anyway, maybe you heard it, this game is quite good
 
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Matt Onyx
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Just to play the rules lawyer here, but if you could choose what you hit then 100% of attacks would hit the Lion's throat/chest (a crit can autokill) and equivalent locations of other monster. There would be no need for a HL deck, which would make the game significantly less interesting - and removing the trap also makes it less punishing.
 
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Lonny x
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Khula wrote:
I mean all great fighters of any discipline eventually know where to at least try to aim don't they...


I wouldn't exactly refer to the survivors as great fighters either. They are weak in comparison to a monster. The settlements resources and innovations makes them better.
 
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