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MageofMystra
2011-05-30, 06:19 PM
Called Shots as a Pseudo-Maneuver System

Preword
Apologies for the formatting in advance. There are also no pictures here. Sorry.

Purpose
To introduce a relatively quick set of mechanics to handle called shots, while maintaining granularity in it.

What is this?
A proposed system for called shots, handled as pseudo-initiation. There is a sample set of called shots, and a sample class feature for the Ranger.

What isn't this?
This system is not intended to be instantly transferred to your game. I highly suggest re-brewing and doing re-designs, and figuring out exactly how you want to implement this system. Once you get it to taste how you like it to taste, it's relatively simple to add (the samples, at least.)
I homebrewed this with the intention that other people would be able to simply place it into either an official class progression, or into a homebrew of their choice.

As for this post itself, this is not meant to be a homebrew class. I do not even think that it is a comprehensive "fix" in and of itself--while I do think it addresses some things, this in and of itself will not fix a fighter or ranger without additional support elsewhere.

If there is demand, I can attempt to homebrew a Fighter or Ranger “fix” with called shots. Or expanded sets. Who knows!?


Introduction
Ranged attackers in D&D 3.5e lack the options and support that melee combat does (to say nothing of casters.) Options such as the special combat maneuvers are painfully difficult and expensive to do at a range, and even the Tome of Battle gave archers the short end of the stick (if your DM even allows it.)

Called shots are often considered a “solution” of sorts, though no proper mechanics exist for it. They usually fall under one of two categories (from what I've seen--I'd be amazed if someone didn't have an idea similar to this before...):
A feat or mechanic that is simply Power Attack by any other name (and modified mechanics to allow it for archery, obviously.)
A list of body parts, limbs, and et cetera with their own lists of penalties to hit, and bonuses for hitting. Think GURPS.
The problem with this is that the first lacks the granularity and functionality that one expects from called shots, whilst the latter has too much paperwork and overhead.

In an attempt to rectify this, I present this idea:

Called Shots handled as a pseudo-initiator progression
In this proposed system, called shots operate on a similar mechanic as Crusaders in the Tome of Battle. With a feat (or possibly even for free for certain classes), they gain access to the “Called Shot” pseudo-school of maneuvers.

At the beginning of each round, they are randomly dealt a few called shot maneuvers, which they may use as normal. In addition, they may make a move action (to represent waiting and aiming) to draw one specific maneuver.


Maneuvers range in power and utility. They may range from mundane called shots to difficult trick shots.

A sample class feature for called shots may look like this: (with copy and pasting, may be inserted to any class; this one in particular is built for rangers.)

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Called Shot
At third level, the ranger gains the ability to perform called shots, if he selected archery as his combat style.

At the beginning of each round of in combat, the ranger receives and readies one randomly selected called shot. This does not constitute as an action.
The shot is selected from any level of called shot that the ranger is able to prepare from, unless he specifically disqualified certain levels (more on that, later.)
In order to ready and receive a randomly selected maneuver, the ranger must be aware of threats and danger, and must be conscious, alive, and able to act.

If the ranger does not expend a called shot by the end of the round, they are removed, and unreadied.

The maximum level of called shot the ranger takes is 1 at level 3, then increases by one every three levels thereafter (at level 6, 9, 12, 15, 18.)
At level six, the ranger receives an additional randomly selected maneuver at the beginning of each round.


To perform a called shot, the ranger must use a standard action to make one attack, unless otherwise noted.


Beginning at level nine, the ranger may choose levels of called shots which are disqualified for being prepared. To do so, he must spend one minute mentally preparing. This provokes attacks of opportunity, and is not to be done in combat (if you're sane.)


When the ranger's base attack bonus reaches +11, he gains the ability to work a called shot into a full attack action. When the ranger makes a full attack, he may replace two attacks in the routine for one called shot. The second attack must be the next iterative of the first; for example, at BAB +11, the called shot may be made by replacing +11 and +6, or +6 and +1; NOT +11 and +1. The called shot is made at the higher of the two attack bonuses.

Additionally, the ranger may spend one move action to ready a called shot of his choice. He may do this as many times as he wishes in one round—however, any called shots that are readied in this way are still removed at the end of the round.

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At lower levels (in fact, until about level 6), aiming is a very good deal indeed—you only lose movement. If you weren't planning to move, you essentially gain a free effect. On the other hand, the penalty makes the called shot fairly tricky at lower levels without a bit of optimization.
At later levels, spending a move action to aim is generally quite worthless, as it would normally restrict you to the standard action (this is mitigated by things such as the belt of battle, of course.) Letting aiming occur as a swift action at a certain level may help—even if it works on a /encounter or /day scale.

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Here is a sample list of called shots (to fit in with the above class feature):

Called Shots
Note that all called shots take a -4 penalty to hit, unless otherwise noted.

Level 1
Aim: Arms – Enforce a 1d3+1 penalty to attack, damage, skill, and ability checks made with the arms for one minute.
Aim: Around – Ignore cover for one attack.
Aim: Leg – Reduce base land speed by ten, or halve (whichever is faster) for five minutes.

Level 2
Aim: Head – -6 penalty to shot. Nauseate target for one round, and sicken for 1d6+1.
Aim: Foot – Reduce base land speed by twenty, or quarter (whichever is faster) for five minutes.
Aim: Lungs – Stagger target for four rounds.

Level 3
Aim: Eye – -6 penalty to shot. Daze for one round, and blind for an hour.
Aim: Weak Spot – Attack as a touch attack, ignore damage reduction.
Aim: Throat – Sicken for one round, silence for an hour.

At this point, we've run out of the cool called shots, so we move into the territory of the ridiculous.
Level 4
Aim: Object – Make a ranged sunder or disarm check against an object.
Aim: Heart – -6 penalty to shot. Deal 2d4 constitution damage.
Aim: Neck – Threaten for a critical automatically.

Level 5
Aim: Mind – -6 penalty to shot. Deal 2d6+1 damage to one mental stat of target's choice.
Aim: Twice – Make two readied called shots, each at an additional -4 penalty.
Aim: Ear – -6 penalty to shot. Confuse for 1d6+1 rounds, deafen for an hour.

Casters have gotten their 9s a while ago now, so let's throw sense to the winds!
Level 6
Aim: Profoundly – Halve speed, stun for five rounds, and deal 2d6 ability damage to every ability.
Aim: Perfectly - +50 bonus damage, instant critical hit which ignores immunity. Treated as natural 20.
Aim: Fatally – Target must make save, or die.


Descriptions / Full Entries
First Level
Aim: Arms
Class: Ranger 1
Range: Up to two range increments
Target: One creature
Duration: One minute

Your ranged attack hits someone's arms.
Make a ranged attack with your weapon against your target. If it hits and deals damage, the subject takes a 1d3+1 penalty to all attack, damage, skill, and ability rolls for five rounds (Fortitude save vs. DC 6 + damage dealt to negate.), if they are made with the hit arm[s]. For instance, a sword swipe would be affected, as would a craft check with the arms, but not concentration checks, a kick, etc.
This effect may only be applied on enemies vulnerable to critical hits.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing.

Aim: Around
Class: Ranger 1
Range: Up to two range increments
Target: One creature
Duration: Instantaneous

Your ranged attack is aimed perfectly so as to avoid cover.
Make a ranged attack with your weapon against your target. You are allowed to ignore any cover short of total cover with it. Additionally, you may ignore the -4 penalty for firing into melee if you do not have the Precise Shot feat.

Aim: Leg
Class: Ranger 1
Range: Up to two range increments.
Target: One creature
Duration: Five minutes

Your ranged attack hits someone's legs.
Make a ranged attack with your weapon against your target. If it hits and deals damage, the subject's base land speed is reduced by 10 feet, or halved (whichever results in a higher speed) for one minute. (Fortitude save to negate, against DC 6 + damage dealt.) This decrease in base land speed cannot reduce it below 5 feet. If the target's base land speed was already below 5 feet, or did not have one, it does not raise it to 5 feet, nor create one.
This effect may only be applied on enemies vulnerable to critical hits.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing.

Second Level
Aim: Head
Class: Ranger 2
Range: Up to two range increments.
Target: One creature
Duration: Special (See description.)

Your ranged attack hits someone in the head—but not in the eyes.
Make a ranged attack with your weapon against your target, at a -6 penalty (rather than the -4.). If it hits and deals damage, the subject is nauseated, sickened, staggered, disoriented, etc. Mechanically, this translates to the nauseated condition. This lasts for one round. For 1d6+1 rounds thereafter, he is sickened. A fortitude save negates the nauseated effect (DC 7 + damage dealt), and halves the sickened effect.
This effect may only be applied on enemies vulnerable to critical hits.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing.

Aim: Foot
Class: Ranger 2
Range: Up to two range increments.
Target: One creature
Duration: Five minutes

Your ranged attack hits someone in the foot.
Make a ranged attack with your weapon against your target. If it hits and deals damage, the subject's feet now have arrows in them. Their base land speed is reduced by 20 feet, or quartered (whichever results in a higher speed.) for one minute. (Fortitude save to negate, against DC 7 + damage dealt.) This decrease in base land speed cannot reduce it below 5 feet. If the target's base land speed was already below 5 feet, or did not have one, it does not raise it to 5 feet, nor create one.
This effect may only be applied on enemies vulnerable to critical hits.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing.

Aim: Lungs
Class: Ranger 2
Range: Up to two range increments.
Target: One creature
Duration: 4 rounds
Your ranged attack hits someone in or around the lungs.
Make a ranged attack with your weapon against your target. If it hits and deals damage, the subject is shocked and staggered—mechanically, the target is staggered for four rounds. A fortitude save (DC 7 + damage dealt) reduces the duration to one round.
This effect may only be applied on enemies vulnerable to critical hits.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing.

Third Level
Aim: Eye
Class: Ranger 3
Range: Up to two range increments.
Target: One creature
Duration: Special

Your ranged attack hits someone in the eyes (ouch!)
Make a ranged attack with your weapon against your target, at a -6 penalty to hit (rather than the usual -4.) If it hits and deals at least one point of damage, the subject is dazed for one round. Afterwards, he is blinded for one hour. A fortitude save (DC 8 + damage dealt) negates the dazing effect.
If reasonable and appropriate, the DM may allow this to ignore some AC, and DR.
This effect may only be applied on enemies vulnerable to critical hits.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing.

Aim: Weak Spot
Class: Ranger 3
Range: Up to two range increments.
Target: One creature
Duration: Special

Your ranged attack hits someone in the exact weak spot shaped like your weapon, for massive damage.
Make a ranged touch attack with your weapon against your target. The attack negates any material based, and damage type based damage resistance. Additionally, it may ignore damage resistance against magic. Lastly, it may ignore the effects of the spell Wind Wall and similar effects.

Aim: Throat
Class: Ranger 3
Range: Up to two range increments
Target: One creature
Duration: Special

Your ranged attack gets someone in the throat. Ouch!
Make a ranged attack with your weapon against your target. If it hits, and deals damage, the target is nauseated for one round. He is also silenced for one hour. Fortitude (DC 8 + damage dealt) negates the nauseated effect.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
This effect may only be applied on enemies vulnerable to critical hits.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing.

Fourth Level
Aim: Object
Class: Ranger 4
Range: Up to two range increments
Target: One creature
Duration: Special

Your ranged attack hits something someone has on them.
Make a ranged touch attack against a small object. Roll damage against the object. If the object is two or more sizes smaller than the ranged weapon being used, you may attempt to disarm, rather than deal damage to the object.
The object may include anything from a spell component pouch to a potion someone has taken out.

Aim: Heart
Class: Ranger 4
Range: Up to two range increments
Target: One creature
Duration: Five minutes

Your ranged attack hits someone in the heart (or other similar vitals.)
Make a ranged attack against your target at a -6 penalty (rather than the usual -4 penalty.) If you hit and deal damage, the target takes 2d4 constitution damage. (Fortitude DC 9 + damage dealt for half.)
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
This effect may only be applied on enemies vulnerable to critical hits.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing. When the effect ends, the constitution damage dealt by this shot is healed.

Aim: Neck
Class: Ranger 4
Range: Up to two range increments.
Target: One creature
Duration: Five minutes

Your ranged attack hits someone right in the throat.
Make a ranged attack against your target. If you hit, the attack immediately threatens for a critical.
This effect may only be applied on enemies vulnerable to critical hits.

Fifth Level
Aim: Mind
Class: Ranger 5
Range: Up to two range increments.
Target: One creature
Duration: Ten minutes

Your ranged attack hits someone in a way that it gets at their brain. Or something.
Make a ranged attack against your target, at a -6 penalty (rather than the usual -4.) If it hits and deals damage, the target takes 2d6+1 intelligence, wisdom, or charisma damage. (the target may choose, and must declare which one.) (Fortitude DC 10 + damage dealt for half.)
This effect may only be applied on enemies vulnerable to critical hits.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing. When the effect ends, the ability damage is healed.

Aim: Twice
Class: Ranger 5
Range: Up to two range increments.
Target: Up to two creatures.
Duration: Special

You nock two arrows, and get ready to aim at two points... at once.
You may immediately make two called shots that you have readied at up to two targets both within two range increments of you. Both of these are made with an additional -4 penalty to hit. You may choose the order in which called shots are made.

Aim: Ear
Class: Ranger 5
Range: Up to two range increments
Target: One creature
Duration: Special

Your ranged attack gets the ear, and also does a number on what's further inside.
Make a ranged attack against your target, at a -6 penalty (rather than the usual -4.) If it hits and deals damage, the target is confused for 1d6+1 rounds, and deafened for an hour. (Fortitude DC 10 + damage dealt to negate confusion.)
This effect may only be applied on enemies vulnerable to critical hits.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.
Healing for more than the damage dealt will prematurely end the effect. The healing may be either magical, natural, or through fast healing.

At this point, the wizards are casting 9s, so I'm not even going to bother with making things make sense
Sixth Level
Aim: Profoundly
Class: Ranger 6
Range: Up to two range increments.
Target: Up to two creatures
Duration: Special

You nock several arrows, and fire them all at different vitals and points.
Make a single ranged attack against your target. If it hits, and deals damage, you are allowed to apply the following effects:
2d6 damage to every ability score.
Halve base land speed for one hour.
Stunned for 5 rounds.
A fortitude save (DC 11 + damage dealt) halves ability score damage, reduces the stun to two rounds, and halves base land speed. Mettle and other effects do not allow complete negation.
If the target is already affected by this called shot, then additional usages will reset the duration—not stack additional penalties.

Aim: Perfectly
Class: Ranger 6
Range: Up to two range increments.
Target: One creature
Duration: Special

You fire an arrow so perfectly that it is perfect.
Make a ranged attack against your target. The attack automatically hits, and is always a critical hit. It is also treated as if you had rolled a natural 20. The hit deals a bonus fifty damage. The critical hit bypasses critical hit immunity. Any associated effects that may trigger on a critical hit or natural 20 do not bypass immunity as a result of this called shot.

Aim: Fatally
Class: Ranger 6
Range: Up to two range increments.
Target: One creature
Duration: Special

You fire an arrow that kills someone.
Make a ranged attack against your target. If you hit and deal damage, the target must immediately make a fortitude save against DC 16 + damage dealt. If he succeeds, nothing happens. Otherwise, the target is instantly killed, and treated as if his hit points had reached negative infinity.
No exceptions.


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The sample set of called shots is arranged in such a way that, at higher levels, a shot may be randomly selected by rolling d3 for row, and a d2 – d6 for level.
The sample set probably isn't that well refined—it's a proof of concept.

Extra feats could also be created to aid users of called shots. Their effects may include waiving the called shot penalty, increasing how many readied shots per round one receives, and the like.

For example:
Heroic Aim [General]
Prerequisite
Base attack bonus +6, ability to make level two called shots

Benefit
When making a called shot, you may ignore up to a -4 penalty to hit.
Additionally, you may “aim”, and ready any called shot you are capable of making as a swift action once per encounter, on a flat-footed target.
At base attack bonus +12, you also gain the ability to make a called shot at one extra range increment.

Special
A fighter may select Heroic Aim as one of his fighter bonus feats.
(this would obviously require Fighters to get called shots as well.)

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How does this differ from Tome of Battle maneuvers?
Called shots have less work involved, and have a much smaller overhead and paperwork. They can be quickly integrated to a character, as no shot selection is required.

Called shots give less benefit (debatable, of course.) There are no concepts of governing skills, for example.

Called shots are more spontaneous. Each round, a new set is generated. If one devises a system to generate them quickly, there is also no slowdown on the player's move (if the shots are generated, for example, between moves), besides the actual usage of the called shot. Additionally, as they are randomly rolled, rather than prepared, it allows the player to have an extra choice or two. The random nature adds spontaneity.

The sample set of called shots, and the concept in general is lower magic and more mundane-seeming than the Tome of Battle. If your DM or a player is, for some reason, fine with using homebrew but not with Tome of Battle you could ease them in?

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Where does this fall short?
The granularity is still somewhat limited (then again, there are only so many different body parts to hit with different effects...) It also requires a fair bit of work at the moment to create a proper set of called shots (as the sample set, in my opinion, is not that amazing), unless either I or someone else homebrews a much better set in the future.

The additional options granted may discomfort some DMs and players, in that it allows for archers and the like to also cause strong debuffs.

The sample set also assumes a humanoid. A smarter homebrewer or player would probably add some special rules for creatures that lack the body part.

I think you could also just add a proper initiator progression to a class of your choice, and be done with it. There are lots of good disciplines here that help out archers.

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Extrapolation and Extension
This concept can be extended further. Attacks of opportunity may be brought into the situation (provided a system to allow ranged AoOs is created.)

The general system can be extended to a concept of “combat opportunity.” Consider a system similar to called shots (the random distribution mechanic) with a different focus. In this case, it may be something along the lines of combat opportunity, like the enemy leaving a small vulnerability, you receiving a positive effect, etc. These would probably be boosts, strikes, and counters.
The effects would be along the lines of:
Enemy lowers shield, Enemy stumbles, Enemy distracted, Enemy shaky, User makes strong hit, User positioned well, etc.
This assumes some degree of incompetence in your opponent of course, but that can be handwaved.

I'm not actually homebrewing mechanics to go with this, unless it is, for some reason, requested.

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Implementing to your game or homebrew
If you're actually going to do this, I salute you for your bravery.
The sample set is simple enough to simply drop into your game or homebrew. You will undoubtedly want to make adjustments, however, and tweak liberally. It was designed to simply be capable of being dropped into a class progression (main caveat: only six levels.)

As for putting this in your homebrew, or a similar mechanic, it also seems relatively simple.

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Issues
The sample set at the moment doesn't have any sort of recourse if an archer decides to pick off one target's body parts one by one. This is assuming ideal conditions—in that one or two debuffs arrive each round, and that the archer can hit each one.

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Changelogs
05/30/11 : First posting.
06/01/11 : Tweak to Aim : Legs and Aim : Foot.

Qwertystop
2011-05-30, 07:18 PM
This looks really interesting. The descriptions for Aim: Perfectly and Aim: Fatally are pretty funny.

What if you make a Called Shot to the Feet of a Gelatinous Cube?

MageofMystra
2011-06-01, 04:11 PM
This looks really interesting. The descriptions for Aim: Perfectly and Aim: Fatally are pretty funny.

What if you make a Called Shot to the Feet of a Gelatinous Cube?

Thanks!
Also, that's a mighty fine question. The "whichever is faster" clause simply drops the cube's speed to 0 ft. (15 / 4 = 3.75, rounds down.) I recall there being rules for 0 ft. movement, but some quick Google searching is making me a bit confused.
I'll put a minimum of five foot movement speed clause for now, until that's cleared up.

Qwertystop
2011-06-01, 05:55 PM
Thanks!
Also, that's a mighty fine question. The "whichever is faster" clause simply drops the cube's speed to 0 ft. (15 / 4 = 3.75, rounds down.) I recall there being rules for 0 ft. movement, but some quick Google searching is making me a bit confused.
I'll put a minimum of five foot movement speed clause for now, until that's cleared up.

I meant on account of the fact that Cubes don't have feet.

MageofMystra
2011-06-02, 06:37 AM
I meant on account of the fact that Cubes don't have feet.
...
*facepalm*
d'oh.

Not sure how I didn't catch that.

I'll restrict the aimed shots to critical hit vulnerables.

Qwertystop
2011-06-02, 10:34 AM
...
*facepalm*
d'oh.

Not sure how I didn't catch that.

I'll restrict the aimed shots to critical hit vulnerables.

Or just say that if the target does not have the relevant body part or an equivalent, the called shot cannot be used on them. That way you can still break the feet of a Zombie, even though it isn't critable.

chrisrawr
2011-06-08, 12:20 PM
Hrawr; Mornin' Mage. Came to review and possibly steal (with your permission, of course!) some ideas from your called shots :D

So this actually works perfectly into the progression of my Precision Archery; it even synergizes quite well with many of the other abilities available to the Archer. A little tweaking to eliminate the overlap, and some work on the later abilities (I agree - there's not much more to do after level 9, so you have to start attacking abstracts :D) and... I find the addition quite fulfilling.

Great work on this; it adds another dimension to ranged combat and helps the game in general :)

MageofMystra
2011-06-08, 06:38 PM
Or just say that if the target does not have the relevant body part or an equivalent, the called shot cannot be used on them. That way you can still break the feet of a Zombie, even though it isn't critable.
That's a good idea--the main issue is that it's, in my opinion, a fairly ambiguous mechanic. By a strict reading, no, it's not a problem, but you enter things like creatures who have legs, but getting shot there wouldn't affect them--or creatures whose legs you shouldn't be able to strike, creatures with ambiguous body makeups, etc.
Granted, I might just be a bit paranoid. I have my doubts others are going to share these concerns.


Hrawr; Mornin' Mage. Came to review and possibly steal (with your permission, of course!) some ideas from your called shots :D
Go right ahead. This was meant to be stolen.

Okizruin
2011-06-08, 06:50 PM
What, no Nuts?

MageofMystra
2011-06-08, 07:02 PM
I considered having a called shot to the groin, but it kind of lost its lustre against anything that wasn't a male humanoid.
...I also considered the fact that I didn't want to spawn any debates about whether or not a monster was packing.

I don't think I have the crunch on it any more, though.