Monster Hunter uses an intricate hit-location system for determining how much damage a monster receives, it's way more complex than a system that does more than tactical combat needs, so I'm boiling down the concept. I don't want to go down the path that Palladium did with RIFTS either, with endless tables for how much damage your third radar dish can sustain, but I like a little granularity. When using this system a monster has a separate AC for each arc. This allows for 'Achilles' heel' type monsters that have a specific weak point..
|High level Monster Hunter play is all spreadsheets|