Torn Asunder: Critical Hits PFRPG Edition is an attempt to bring back into the game some of the blood and raw nerves realism that is martial com- bat. Chapter 1. Torn Asunder: Critical Hits (BAS) [Steven Creech, Kevin Ruesch] on of combat in D&D, but they’ve carried it one step further with the variant rules for. Quick Navigation D&D 3e/e/d20 Top. Site Areas; Settings · Private Messages · Subscriptions · Who’s Online · Search Forums · Forums Home.
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Torn Asunder Critical Hits. Page 2 of 2 First 1 2 Jump to page: Results 11 to 13 of Join Date Jan Posts Join Date Apr Posts 2, This review actually contains two different d20 Magazine Rack staff reviews presented to help you form an opinion of your own about the product.
This is a page black-and-white softcover by Steven Creech and Kevin Ruesch.
Togn cover art by Jason Engle depicts a warrior attacking a asjnder who has just felled another warrior. First Blood My players hate books like this.
On the one hand, this book will give them some very distinct advantages. On the other, it will give those same advantages to their enemies. If you hit, you do damage. Torn Asunder just takes the concept one step further. What if you did some really severe damage? The three levels of severity are Mild, Moderate, and Serious. Determining which body part was affected is as simple as rolling a d20 and consulting the table. The exact effects depend largely on where the blow lands and the Factor Level.
In general, a Mild effect is likely to result in a simple penalty to certain skills or abilities, a Moderate effects results in a significant loss of ability, and a Severe effect may result in the loss of the affected appendage. It is worth noting that even creatures normally immune to critical hits can be affected by critical effects.
While the loss of an arm may not phase a flesh golem, it will mean that the creature loses a Slam attack. Though designing a system to cover every instance would mean charting individual tables for each creature, Torn Asunder still manages to provide a working system without going to that extreme.
Torn Asunder: For That Friend Who Wont Shut Up About Dark Souls
Furthermore, it provide a legitimate reason for non-spellcasters to take the Concentration skill! A character attempting a called shot provokes an attack of opportunity and must roll a Concentration check DC If these conditions are met, making a called shot is a simple as attaching a penalty to the attack roll, based on the location being targeted.
Awunder the attack hits, normal damage is inflicted, but the appropriate critical effect is applied. Since I know that some one will ask, yes, fair is fair. Torn Asunder asuhder has a system for handling critical fumbles. If a character rolls a natural 1, they must make a Dexterity check DC 15 of suffer a critical fumble effect.
With Torn Asunder, however, a superior roll on the Heal check can not only stabilize, but actually restore hit points! These rules also introduce the concept of short-term care, which can restore even more hit points to the patient asunser it requires a Concentration check and provokes an attack of d&, and can only be used once per day.
Long-term care a high enough result on the Heal check may double, triple, or quadruple the number of hit points the patient gets with a day of complete rest.
Further realism is added by increasing the DC for severe wounds. The DC can be further increased if the victim has sustained any critical hits, and a certain amount of time is required for the wound to fully heal even if the victim is at full hit points, they continue to suffer the effects until the fully recovered.
Torn Asunder also takes herbalism one step further, providing specific game effects for a small variety of herbs and plants taken from Alchemy and Herbalists Bastion Press and Occult Lore Atlas Games. Of course, specific wounds such as a broken arm require specific treatment and the check to correctly treat these wounds must be made independently from the Heal check to handle the minor effects.
In addition, magic curing may not be strong enough to cure specific critical effects. Thus, while cure light wounds may be sufficient to heal minor cuts and bruises, it may have no effect on a broken leg.
Torn Asunder presents two means for handling this. Both a fairly simple to implement and the decision will have to made by the DM and players as to which applies for their campaign. In the first method, curative magics heal the minor wounds first, then go to work on the more severe wounds. Thus, a fighter with a broken leg may be completely healed of any external damage, but would still be unable to walk because the bone in the leg has not knitted. Under the second method, the more severe wounds are healed first, then the minor wounds are taken care of.
A cure serious wounds could be used to mend a broken leg, but would not have any effect on hit point restoration. A more powerful spell, like heal, would accomplish both tasks. This had little game effect, mostly being a mechanic for role-playing, but Torn Asunder pays homage to those days by introducing rules for scarification. A wounded character rolls a d20 and adjusts the roll based on the severity of the wounds.
If the result exceeds a DC of 20, then the wound has left a scar. Other healing effects, such as shapechanging and acupuncture are touched upon. A number of new pieces of equipment are introduced, such as the bone crank which can do as much harm as good in unskilled handsas well as some new herbs and magical items.
In addition to the three aforementioned spells, six other new magics are introduced in Torn Asunder. These vary in effect from damage reduction which temporarily shields a subject from damage, to remove scars the effects of which should be obvious. Eight other spells either defend against or promote critical effects on the target. There are also rules for prosthetics both magical and mundane and new armor types and qualities as well as rules for piecemeal armor. Yes, the rules for armor providing damage reduction instead of protection are also here.
A plethora of new weapons provide all new ways for a character to deal death to their opponents. Each is examined from the viewpoint of a standard fantasy campaign, the world of Oathbound, a futuristic campaign, and a modern setting, increasing the flexibility of these rules. A total of 18 new feats increase the odds of making successful critical hits, make warriors better at what they do, or let characters avoid the effects of critical hits.
Spells and traps can also inflict critical hits, and the rules for handling this are as quick and simple to use as the rules for critical effects from weapons.
Finally, there are seven new tkrn and three new templates in Torn Asunder that can make the lives of hapless player characters miserable. A series of templates in a brief appendix in the rear of the book are provided to make asunnder easier for DMs to track critical effects on different body profiles.
Without the extra rules, Torn Asunder is a fine product, the extras push it over the line to great. They went the extra mile and changed the rules to rorn these things, and that is what makes the product truly exceptional. Critical Misses Once again, the lack of an index is frustrating, but not so much so here as in other products.
In this instance, the arrangement of the book is such that finding a specific reference is pretty easy with one exception, see below and the Table of Contents is enough to give you an idea of where to look to find what you need. Overall, the layout of the book is good, with the sections divided logically for the most d&f. There are two exceptions, however. New armor, weapons, equipment, and magical items are scattered throughout the book.
Torn Asunder does add a new degree of complexity to the game, especially if all of the rules from this book are utilized. Though the methods used to determine the effects of critical hits are fairly simple, the new rules for healing can really complicate the system and may be too much for newcomers. Coup de Grace I can see that this book is going to have a love-hate relationship among gamers.
Torn Asunder is starkly realistic and wholly original, while drawing on material from some of the most creative minds in the business.
Critical Hits is a page sourcebook published by Bastion Press. The authors f&d Kevin Ruesch and Steven Creech. First Blood Torn Asunder: Critical Hits is asuhder of the best source books to come out in a while. Filling the &dd of the asundet DM who refuses to allow that Robin Hood-like called shot between the eyes and the player who wants to make it.
Critical Hits addresses the lack of any critical hit system in 3rd edition products and is 3. As explained in the introduction the purpose of this book was to give a freer flow to the game and add life? Also with the relative size differences between, say, Giants and dwarves or gnomes and dragons, the idea of critical hits becomes more logical. The book is divided into four sections dealing with this critical hits ideal.
Critical hits provide critical effects and the severity of the critical effect is easily explained in a small chart. Severity increases from mild to moderate to serious on the basis of how much over the minimum attack roll a character by factors of five. From there, a body part is determined by a 1d20 roll on the body location chart. Body profiles allow the DM to better assign Body location, an abomination may not be bi-pedal like a human like a Gibbering Mouther or Mimic or they may be four, six or eight legged beasts or serpentine.
The body location chart allows a description for body parts that differ from the normal bi-pedal body type. Combination profile help to fit those creatures that may fit more than one category like centaurs and driders. Critical hits for specific targets or making the impossible shot are the sections where called shots to the eye or other body part are discussed.
Critical fumbles closes the section and this can have devastating effects as well, from hitting a comrade to impaling yourself on your own weapon. Critical hits require critical healing; the next section deals in just that. First aid, short-term care and long term care are discussed as the natural means of healing wounds. Charts help determine the time of healing with modifiers for the quality of care versus critical effect modifiers.
A large number of herbs are also discussed with special attention given to the kinds of wounds each herb can help heal and the healing modifier it provides. Modifiers are also given for the severity of scarring caused by wounds. A scarring modifier chart is also given to give reaction to the scars appearance.
A chart is also provided to show how effective shapechanging is to healing critical wounds. Acupuncture and healing equipment are also discussed in this section. Nine new healing spells and ten new magic items are given as well. Magical prosthetic limbs are also given a few pages of discussion with several charts showing their effectiveness and changes to modifiers by their users.
Magical effects provided by these devices are also given.