It kind of bugs me how if a Bogeyman has legs, he's a karate master, repeatedly roundhousing you in the face.
In fact, a Bogeyman can roundhouse anything in the face, no matter how tall, except for things without faces and things that kill him first.
The raws contain enough information to approximate how high up a body part is, and a creature having fallen over could be taken as
So, difficulty in hitting should diminish with height difference of body parts using a half-height, (Half-Height should be about a half the longest length of attacking creature.)
This way, the difficulty of a same-height humanoid kicking you in the face or biting your foot is quadrupled, but kicking the foot or biting the face remains the same.
Wrestling would be influenced in the same way, but a "Climb" wrestling move using three parts would be added, which allows your character to hop onto a part of a greater mass than your character, and your active climb wrestle is deleted when you use another. Plus you have a chance of being flung when an attack is used (Chance diminishes with number of parents between climbed part and part used in attack)
You're granted some safety from the creature you're climbing when you're on it.
The less parents and/or children between you and the part attacking you, the harder you are to hit.
So if you're on a dragon's left forearm, you'll be impossible to hit with the left claw. Right claw is a bit more of an easy strike.
The height from the ground of that part would become the height of mean of the body parts you're using to climb, the rest of your body positioned depending on that.
This would put higher body parts of your foe within sanely achievable reach. If your climb misses, you fall. Which would be Fun if you were between a Roc and a hard place a hundred feet down.
I think where I'm going with this is clear.
Climb onto a dragon, and chop it's head off as you ride it.
But of course, there was another thing about hit chance that was kind of bugging me!
That if you aim for the eye and miss, you won't hit the head, or anything else. Ever.
And that no matter how blind and beserking a warrior is, they can target any body part.
Currently the targeting and hitting process is this:
1. Calculate hit chance on all body parts >2
2. Allow attacker to target any part >3
3. Roll based on 1, Hit>4 Miss>5
4. Hit reported
5. Miss reported
I suggest this:
1. Calculate hit chance on all body parts >2
2. If a part has a chance of being hit under %(100-(Attacker's Focus+Spatial Sense)/100), make the children of that part not directly targetable >3
3. Allow attacker to target any of the list of parts >4
4. Roll based on 1, Hit>5 Miss>9
5. Did 2 make the children of this part untargetable? No>6 Yes>7
6. Report hit on currently targeted part <End>
7. Put targeted part and all it's children in a lottery, weighted by hit chance. Roll for part and retarget. Is rolled for part the part targeted before the lottery? Yes>6 No>8
8. Does this part have any children? Yes>7 No>6
9. Roll based on 1, Hit>11 Miss>10
10. Report miss on part targeted in 3 <End>
11. Target parent of currently selected part, don't change target if there is no parent for part. Roll based on 1, Hit>7 Miss>9