PrinceYyrkoon said:
I'd have went for the head. If the pirate had any important info, the GM would have to give it out anyway by other means.
I'm just saying.
"Yyrkoon," said Nostrildamus, "This is unwise of you."
Going back to your question about CAs, there are options. Obviously, you can raise your stats so that your CAs eventually come up, as you suggested. Also, taking a weapon style with a shield, such as Sword and Shield, will grant you a bonus CA anyway, as the shield is an aid to defense (though you do not have to use that CA for defense). One thing I really like in this new version is the concept of combat styles like the aforementioned. Previously, using a shield was a separate skill for parrying, so it meant the character had two skills to focus on. With only one, you roll the same skill to attack or parry. Simpler and actually more realistic, since someone training with the two from the beginning would improve in the use of each together.
I mentioned that called shot to the head and it seems to have created a lot of questions. Obviously, you and I think alike about the obvious use for the called shot in the first place (not so much taking out a leg...). Yes, it's very lethal from that standpoint, but the Hero Points really do factor here. Characters have them, baddies don't. You have the potential to avoid the worst, they rarely do.
In response to another poster about shortening combat not necessarily being a good thing, that's down to preference. Combats that are close quarters and devoid of cover utilization, in the real world, don't last long. I like the idea of combats only being lengthened by the height of the skills from both combatants. Two highly skilled combatants may even fight to a draw, while lower skilled combatants or two combatants with a clear skill disparity will have a shorter combat span. It makes sense to me, but mileage always varies.