Torn Asunder Critical Hits

Ghostwind

First Post
Time to show my age again. Way back in the day, when Mayfair was still doing Role Aids books, a line of unofficial D&D supplements, they had one called Blood & Steel. It provided Wound Points, based on size and while hit points were important, it was your wound points that meant the good stuff. Criticals were rolled on a chart, similar to the Rolemaster game system, but only with three variants, Piercing, Slashing, and Bludgeoning. There was a simplified chart as well. The chart roll was a % and it was modified for the size of the attack versus the size of the defender, making sure that in most cases, a halfling was only going to hit the legs or foot of a giant with minor wounds. There were a couple of ways to score a critical hit.

I've used it off and on again for third edition. The reason is that in my experience, any critical hit system is going to favor the GM as eventually, the players are going to suffer from a stroke of bad luck. Sure, it's cool that the character hit the enemy with a mace and caused, “Lower jaw knocked off, leaving tongue wagging free. APL (CHR) -6”. but sooner or latter, the characters are going to suffer that fate like “Skull impaled through eye, damaging brain. APL (CHR) -2, INT reduced to ½.”

I have been surprised though, that no 3rd party publisher has done a critical hit book though. GMs love that stuff. We also love fumbles. Regrettably, Blood and Steel did not come with such a chart, so I yanked the one from Runequest. Good stuff. Bastion Press however, has decided that it's time to reintroduce critical hits to the game system with Torn Asunder.

The bulk of the book deals with it's critical hit system. It's pretty simple in that it requires you to confirm a critical hit and then based on how much you criticaled by, with a minimum of 5 higher than the target AC, goes into three levels of severity, mild, moderate and serious with a d20 roll to see where you hit the target with major areas, arm, tail, leg, torso, wing and head covered. Each location has a listing for the three levels of effect so Arm has a mild-moderate and serious listing. Simple stuff.

A listing of body profiles helps the GM insure that the criticals make a little more sense with several different profile tables provided for abominations, eight, four and six legged beasts, bipedals, dibrachiums, draconi, humanoid and serpentine enemies.

Because the critical effects often include things like removal of limbs, the author suggests that even creatures immune to criticals take the effects but not the damage. Makes sense in certain cases as a skeleton with an arm removed is going to be less dangerous. The effects vary from minor skill check penalties and reduction in movement to possible death if first aid is not administered.

Now with specific wounds, there is a need for specific healing. Critical Hits take time to heal and can be speed up with the Healing Skill and specific Herbs, drawn from Alchemy and Herbalists and Occult Lore. This allows a low magic campaign or a party with no clerics, to have some recovery. In other areas, acupuncture is covered with equipment and special rules not only to handle poison and fatigue, but also a 'balance treatment' where you can move slightly move stats around. One thing that I probably won't follow though, are the ideas for scarring, as there is a scarring modifier table that relies on the % of hit points lost in a single attack. I'm not punishing rogues, mages and bards.
With rules for critical hits in place, there is a need for new equipment which comes in the form of healing, armor, and arms. The new weapons are expertly illustrated, but most of them suffer the 'head shot' syndrome of the Counters by Fiery Dragon where you only see the weapon part. When looking at a something like Bracerblades or a Great Pole Axe, I want more than just the tip of the weapon.

The good news though is that some of the weapons will be perfect for adding that special feel that settings like Talislanta have in their uniqueness. While anyone whose seen Brotherhood of the Wolf will recognize the Chainblade, it's still cool to have and the Weighted Greatsword and Ogre Maul, will surely find new fans among the heavy hitters, especially with 3.5's greater use of Power Attack.

In terms of armor, the one thing I thought well done was bracing armor to prevent the user from being crushed. It costs extra and may not always work, but anytime you can avoid being crushed by the bears, giants and ogres of the campaign, is a good time.

The focus on players isn't minimum, but this certainly isn't a book chocked full with PrCs, Core Classes and Spells. We've got two PrCs, the Marksman, a master of hitting hard and fast whose special abilities make him someone to not get into combat with as they gain numerous special abilities that can increase their chances of getting a critical strike, as well as increase the damage done by the critical. One thing done well is that this PrC can be used even if the critical hit system isn't. The Spiritual Healer looks more like a specialty NPC PrC as it doesn't continue to gain spells at every level and while the skill bonus and bonus feats are nice, many people have problems with clerics being walking band aids now so that isn't going to change. The same is true of the Apothecary, a non-spellcasting class that focuses on healing. Sure, it's good for the GM to have so add depth and richness to the background, to highlight the herbs and natural healing available to players, but my group has seen similar classes in the past and all the ones in my game have been NPCs.

Feats can help make or break a character and the ones here can easily be used in any combat intensive campaign. While some of them have seen print before in other supplements like Fervent, a feat that lets you die when your hit points equal negative your constitution score, others look new like Critically Lucky, where you got to make a Reflext Save to avoid the critical hit effects.

The spells here are a minor part of the book, focusing on damaging the target. Power ranges as Headsman's Carsess is 5th level for clerics and wizards and is only a one shot use where a Keen Vorpal +3 Battleaxe is summoned. Sure, it's a potential kill shot but it's a one use device and it's utility, especially against undead, constructs and other creatures without a head is limited. There are also those who are just going to disallow the spell as it's potentially too powerful. Several of the spells do focus on healing the specific criticals of the book so if that system isn't used, those spells aren't going to replace the standards in the game.

The book closes of with some new monsters. We've got the strong Bonecracker whose overlarge hands are perfect for crushing it's enemies to the large Ramzadi, a race of lizardman like warriors who could easily dispatch such annoyances as the quill rat and the scantlings. The good news is that they have racial traits, the bad news that they have uneven stat bonuses like +3 to Strength and -1 to Wisdom (in addition to other bonuses/penalties.) While it's not an 'official' rule that all stats are even, it sure seems to be an unofficial one that makes everything fit together better.

The monster stats look pretty good but aren't taking full advantage of the 3.5 standard. For example, while it breaks AC down so we see where the bonuses or penalties come from, I still don't see a flat footed or touch. While it has the standard attacks listed, I don't see base attack or grapple bonuses.

The book closes off with an Appendix for body profiles that lets you track the critical effects during combat. Hopefully we'll see some web support for these sheets as the two pages of charts will make a nice addition to any table using these rules.

Overall I found the rules simple to use but still adding time to combat, just as any critical hit system I've even seen or used does. The effects aren't specific and don't try to add al ot of realism as the GM is still going to have to make some calls like when a halfling gets a head shot on a giant or what body profile to use from certain creatures.

The book has some weak points. While it covers trap criticals and spell criticals, it's not a detailed system and people interested in spell criticals are probably looking for the old Player Option book from 2nd Edition or Rolemaster anyway. The fumble system was also pretty simple but hey, it's something at long last that goes beyond swing and a miss.

The book uses standard two column layout and makes good use of white space. Text is well laid out and not crunched up. The art is another strong point of the book with some artist apparently having a love affair with the demonic Kyton, illustrating both the magic item Cloak of the Kyton with it's animated chains and a full page illustration of a Kyton in combat against a master of the two handed sword. The book makes good use of numerous OGC from several publishers, integrating it almost seamlessly into the whole so that you're never jarred from the reading by different writing styles.

The rules should be carefully considered before adding. Because most of the other parts of the book don't rely on the criticals, the overall utility of the book isn't destroyed if you decide to only use the magic items, feats, monsters or PrCs found within it. Torn Asunder is a good resource for those not satisfied with the vagueness of hit points but isn't doesn't go into the detail that Warhammer critical hits or the Rolemsater System does and provides a good compromise for almost any d20 game or genre.
 

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Combat under the d20 System is efficient yet abstract. While the concept of hit points works well when envisioning a tense fight of sweat, parrying, near misses, and fatigue, it falls on its knees the minute your character takes a solid and brutal blow to the head.

How exactly are you supposed to adjudicate a broken arm, a gouged eye, a lacerated liver, or a crushed spine?

Torn Asunder provides a complete and comprehensive system for critical hits in any d20 game. The system is elegant and easy to use, it does not do away with hit points, or even alter the combat rules, it simply provides an optional way to deal with critical hits besides piling on additional damage. Critical hits are real hits - disabling function, mangling body parts, and leaving real wounds behind.

Torn Asunder pulls no punches; it provides a realistic and effective injury system for d20, covering all creatures, anatomies, and body types. Included as well are rules for natural healing, scarification, and herbal treatments. Torn Asunder also provides a wide variety of resources allowing characters to take advantage of the new system, from quick and precise prestige classes to devastating weapons to powerful and essential magical devices.

Don't just beat your opponents into submission, tear them limb from limb.

Compatible with 3.5 Edition rules.
 

Spelling, grammatical and sentence structure errors (some that a simple spell check could have caught) make your review difficult to take seriously. Sorry, but that's just how I feel...and a shame, because it looks like it could be a solid commentary.
 

What I am wondering is the critical system fun? Is the extra combat time worth the pay-off? It certainly was in WFRP - it added a lot to our game.
 


If you enjoy critical hits, it's good. Like I note in my review, every critical hit system favors the DM eventually. It's just a matter of numbers.

Piggybacking off of the critical hit system is true but there's also the hit location roll and as ytrancejeremy notes, the book keeping involved with the details of the game effects.
 

I like the abstraction in the d20 rule mechanics. Torn Asunder is a Critical Hit system which has the honour of awarding +4 AC to anyone wearing a codpiece. Actually, to be fair, it’s only +4AC in response to any called shots to the protected area – but that didn’t stop me chuckling when I noticed the +4 in the summary table first. Critical Hits and armour values for parts of the body is, for me, a step away from the abstraction I hold so dear.

So, if Torn Asunder is a step in the wrong direction then I must not care for it at all. Right?

Wrong. Torn Asunder’s critical hit system is fairly fluid. It snuggles nicely into the current combat system. You can use it or drop it at will. There’s an element of bookkeeping but it is small enough to avoid being a real problem. If I were forced to use a critical hit system then I’d probably use something like this.

It’s the flip side of the coin that wins Torn Asunder a space on my shelf. I tend to play in a gritty fantasy game without magic healing. This is the least supported d20 campaigning style. D&D itself assumes there will be plenty of magical healing. Urg. Torn Asunder has a system for character healing to complement the critical hits. Excellent. In a low fantasy game, or a high fantasy game with nasty critical hits, a character’s ability to recover from near death or get back to peak fitness can be an entire scenario in its own right.

There’s more than just hit and heal in Torn Asunder. As noted above, there are extra sets of armour, bits of armour and rules for working with the two. You’ll need something like this as you wheel away from abstract and slide towards the concrete. The book offers two prestige classes, some spells and even monster templates.

There’s a critical hit system inherit in d20. If you roll high enough to reach your weapon’s critical threat range then you’ve managed to make a better than normal hit – even if you can’t follow through and score the damage bonus there was still something notable about your strike. In this system we look at that first role, the role that marks your strike as being special. If this critical threat roll beats the target AC by at least 5 then there’s a critical effect. That works well: a bit of luck and a bit of skill. The greater the difference between the critical threat roll and the target’s AC then the more serious the critical effect will be. Mild effects, the lowest level, tend to inflict an additional –1 or -2 to certain dice rolls. A mild effect to an orc’s leg will result in –2 to all Dex rolls, Balance, Climb, etc. Moderate effects, the middle of three levels, will impose a fairly crippling game mechanic penalty. Serious critical effects tend to involve a slow death unless there’s a cleric or decent healer near by. Death by critical hit is either a merit or a flaw, some players and GMs will leap at the chance but others will shy away.

These criticals affect body locations. Initially the book offers up a single d20 body location chart; one that includes wings and tails. It’ll do for most creatures, we’re told, but I’d probably have removed wings and tails then. Putting the location and the effect level together results in hits being described as "arm (appendage): mild" or "torso (body): serious". In most fantasy games a simple hit location chart won’t work. There are too many weirdly shaped creatures. Torn Asunder includes a section of these more exotic location charts to use if you’re not happy with the generic one. With these extra charts you can work out where a four legged creature or even a serpentine creature like a naga might have taken the critical hit. There are no modifications for size though. GMs are encouraged to apply common sense; a halfling can’t hit a giant’s head in most situations. This isn’t a problem with the hit location charts. It’s just an issue with the idea of producing a critical hit book. Ultimately critical hits will always come down to a GM being able to make a judgement call.

The healing system is primarily designed to add some juice back to the heal skill in high fantasy games. Roll well enough and you’ll be able to heal a wounded character up and beyond the stable level. The high fantasy theme continues as the book addresses the role of shapechanging in healing. If you can physically mould your flesh then it makes sense that you can do this to close wounds. Torn Asunder successfully addresses many common questions. It solves many common problems. If you want rules to deal with scars then they’re here too. A particular favourite here for me are the pages of herbs, plants and fungi that can be used to quicken and aid healing.

Torn Asunder’s healing magic does more than just rehash Cure spells. Some of the spells heal specific problems. There’s Heal Broken Bones. It makes sense that if we’re introducing critical injuries that there’s a spell to Heal Critical Injuries. Other spells are the sort of magic a healer will want to cast. Rescue teleports a prone ally to the casters side.

There are two new prestige classes and an alternative core class. The Marksman is a ten level prestige class with a focus on making those critical strikes on key places of an opponent’s body. The Spiritual Healer is a magical healer, essentially taking the cleric’s healing roles to a new level of specialism. The new core class is the Apothecary and amazingly it’s specially designed for those fantasy games with little or no magic. Magic! Chalk up another success.

The argument for the inclusion of new monsters is fairly weak – but this doesn’t bother most d20 supplements and so I don’t see why it should bother Torn Asunder. The monster templates look at monsters with a particular attack that’s likely to cause a nasty injury or those creatures with an immunity likely to thwart those characters who’ve specialised in inflicting critical hits. The Dung Golem? Thanks a lot guys!

Torn Asunder’s rules are surprisingly clean and effective. They will slow down your combat but not terribly so. Back in my school days I used to have fun with my regular gaming group, playing Warhammer FRP and ghoulishly effusing the details of yet another gory critical hit. We don’t have that level of gore here. Torn Asunder’s critical effects are quite matter of fact but this may suit the wider range of shapes and sizes in the d20 game better. Do kobolds have their hearts in the same place as gnolls? Hmm. There’s little in Torn Asunder for lingering effects of wounds. If you want to terrorise characters with gangrene and infections then you’ll have to look elsewhere. Mind you, I’d rather have the healing system offered in Torn Asunder than gangrene though. If you want rules for critical hits then there’s every reason to go out and buy Torn Asunder.

* This Torn Asunder review was first posted at GameWyrd.
 

Torn Asunder is an expanded critical hit system for the d20 System from Bastion Press.

First off, it's not Rolemaster d20 (or more specifically, Arms Law d20). There really aren't charts, just location tables for differing body types (which are fairly simple to memorize, at least for common ones like humanoids).

The system is actually pretty simple, and piggybacks off of the d20 Critical Hit system. Basically, if on a critical hit, the attack roll is high enough, in addition to the critical hit damage, it will also have a "critical effect".

The severity of the critical effect depends on the attack role.
If the attack roll was 5 more than the Armor Class of an opponent (AC), it's a mild critical effect. If it's 10 more than the AC, then it's medium. If it's 15 or more than the AC, then it's serious.

Once you know the severity, you roll the location. There's one
main table with every sort of limb and/or appendage possible, but
there are also location tables for specific body types:, ie,
humanoids, abominations, various combinations of legs, wings,
tails. Obviously, the location plays a huge role in the effect.
For instance, most serious critical effects to the head or torso
are more or less killing blows. Though the effect is the same,
just what happens depends on the type of weapon (piercing,
slashing, blunt).

For instance, the serious slashing wound to the torso is that
they've been disemboweled; the bludgeoning version is that their
rib cage has been crushed; the piercing version has their heart
and/or lungs pierced. In any case, the effect is the same - death
in a number of rounds equal to their constitution modifer.

That's the extreme example - most critical effects are far less
deadly. Most mild effects are generally just small skill
penalties (related to the limb or part in question), while most
moderate effects are large penalties (and reduced movement rates,
if applicable). As mentioned, only the severe effects for the
head or torso are imminently fatal.

So how well does the system work? It's certainly quick enough,
though you'll probably have to look up the specific effects. (The
location for humanoids is pretty simple - Leg, Leg, Arm, Arm,
Torso, Tail, Head, Other body part, on a d8. Though in practice
it's much easier to drop the tail and other part, and just use a
d6, which is generally what I've always used in games when I
needed a hit location).

It seems to work best for medium level characters. Because the
severity of the critical is entirely dependant on the attack roll
and the armor class of the opponent, low level characters will
rarely get serious critical effects, and high level characters
will rarely get inflict mild critical effects.

Example:

Dornil the Half Ogre Cleric has an attack
bonus of +9 with a great club. He's fighting a 4th Level Kobold
Fighter, with an AC of 18. He rolls a 20 on his first attack (for
a total attack roll of 29), which is a critical threat (a great
club is not a great critical hit weapon, they only threaten on a
20), then makes the second roll for a critical hit.

The Attack roll was 29, to get the severity of the critical
effect, you subtract the AC of the target (18), and get 11, so
the critical effect is moderate.

Now at this point, you can either roll on the master location
table (with a 20), or use the table tailored to the body type a
kobold has (humanoid).

Just for kicks, I'll roll on the Master Table. It uses a d20. The
roll comes up an 18. Hmmm, that's "Wing". As Kobolds
don't have Wings, time for a re-roll. It's a 7. "Tail".
Kobolds don't have tails. So re-roll again. It's a 15 -
"Torso", Kobolds have those.

Looking at the effects for a Moderate Torso critical effect for a
Bludgeoning weapon, I find that the blow has cracked the ribs of
the Kobold. It suffers a -5 penalty to attacks, and the Balance,
Climb, Escape Artist, Jump, Move Silently, Ride, Swim, and Tumble
skill checks. And his movement rate is halfed.

Deciding that he's screwed, the Kobold drops to his knees,
pleading for mercy.


That's a pretty good example of how this system can can add depth
to combat, including role-playing aspects - rather than fighting
to zero hit points, creatures may decide they're too hurt to
fight any more. It also illustrates why it was a great move for
Bastion to include tables tailored for each sort of critter type
- just using the main body table can require re-rolling.

It also illustrates how useful armor is - in this example, the
Kobold had an AC of 18, because he was wearing armor. But he
wasn't wearing armor (kobolds often don't), his normal AC would
have been 14. In that case, the same attack roll (a 29) would
have produced a severe critical effect (29-14 = 15, a severe
critical effect) , which in the case of the torso, would have
crushed the rib cage and killed the Kobold in a number of rounds
equal to the Kobolds Constitution modifier (+2, if you really
must know)

Because I have a somewhat weird d20 campaign, I was able to
playtest it with guns. It seems to work pretty well, too, since
bullets cause piercing damage. So this system should work fine in
a d20 Modern or modern campaign. In fact, as mentioned, it makes
combat in games where there is no magic armor a lot more deadly,
as lower armor classes = more serious critical effects. On the
other hand, there's no damage effects for things like lasers or
blasters, so you'll have to come up with the descriptive side of
that on your own if you want to use it for futuristic games.

I'm not sure if I'll be using the rules long term, because as
the section on critical hits in the DMG mentions, the player
characters will be on the receiving end of critical hits more
often than their specific opponents (as PCs last the entire
campaign, and opponents only a fight or two). It might end up
being too much of a hassle, but in the short time I've used the
rule (basically 1 weekend), it hasn't been too hard on the PCs
(of course, I also use "troupe" play, where each player
has more than 1 character, which lets them rest up characters who
are too hurt).

There are also very good rules for called shots. They're
perhaps useful enough that you would want to use a called shot in
a combat from time to time, but not super-powerful that you'd
want to do it all the time. Just for special occasions, or
combats against really tough foes (and they are somewhat risky,
as they provoke an attack of opportunity and require a
concentration check first to perform). There's also a simple
system for critical fumbles (again, it's not as extreme as in
rolemaster where you could accidently kill yourself on a fumble)

The new critical hit system takes up about a third of the
book. The next 25 pages deal with the consequences of the first
section, that is, healing or otherwise coping with damage caused
by the system.

It starts off with a new take on the Heal skill, which is quite
well done, the follows it up with lots and lots and lots of
healing herbs (some taken from other books, including Atlas
Games' Occult Lore). There are rules for scarring, rules for
prosthetics (you can emulate the villain of "Enter the
Dragon"), rules for cod-pieces. Even rules for acupuncture!
Pretty comprehensive, but not excruciatingly detailed.

One minor quibble - it gives charisma penalties for scars - I'm
not sure that's always true - small ones tend to add character.
(In the words of famed animated daredevil
Lance Murdock,
"Chicks dig scars")

Have you ever wanted to play the Villain from
Enter the Dragon?
(The Bruce Lee movie?) The guy with who is missing a hand, but
has a variety of attachments? Well, there's quite a selection of
prosthetics here, including things like that.

There's some new classes related to healing and critical hits.
Most interesting (for me) is the Apothecary core class. It's
basically an improved expert (so it might be suitable for PCs,
maybe not an obvious choice, but I know of at least two series of
historical novels that feature an apothecary as protagonist), but
only gets 5 skill points per level (as opposed to an expert's
usual 6), though that might be a typo (or changed in 3.5), and
lots of special abilities. It's the best version of a non-spell
casting healer I've seen (and er, I've actually seen a lot).


The last third of so of the book is filled with misc. stuff,
somewhat related to the subject. Some of it is necessary, like
new spells designed to cure critical effects. Some of it just
seems a bit like filler, like most of the new weapons (some of
the new armor is useful to offset particular critical hits or
called shots, like the armored codpiece. Very useful for
protecting your cod.).

I probably wouldn't allow most of the new weapons. One of the
things you have to ask when creating new weapons (or armor), is
"Is this so good that no one would ever want to use anything
else?". Unfortunately, that applies to most of the new
weapons, many of which are just like the ones in the PHB, only
more damaging ("Weighted Greatsword", "Triple
Threat Crossbow") and one of the new armors
("Warcaster's Armor").

One of the new monsters is pretty interesting - the "Dung
Golem". Kind of like a politician, it's a golem that is full
of dung, or more specifically, bat guano. It's mostly used by
underground and cave dwelling magic using races.

The rest are less interesting. There are a couple new races, one
a type of reptiles (Bastion seems to love reptile races), and one
a type of Hedgehog or porcupine. Perfect if you're a Sega fan, I
guess. Nothing bad, but nothing as notable as the Dung Golem.

Physically, it's a very solid book. While it's 96 pages, it seems
almost bigger, because they used a thick type of paper. Cats also
apparently find it comfortable to sleep on (though this is the
case for most RPG books, for some reason).

I thought the book looked a bit cluttered at times, the top and
bottom margin art and the outer margin art sort of blend
together. The margin art also features spirals, or circles, which
can be somewhat disorientating. But the layout itself is pretty
good. There's also no wasted space, and very little white space
in the book, period. So it's a good value, in terms of the amount
of content you're getting.

The artwork is generally good, with a few excellent pieces. For
instance, early on in the book, there is a great full page
picture of a Kyton (one of those
Hellraiser-esque
chain fiends) having it's arm being chopped off. Really nice
piece, if a bit gorey. (The outer margin art is also a bit icky)

Other than the overpowered nature of some of the new equipment,
and the averageness of most of the new critters, this is a great
book. It offers a quick, easy, system to add detail to injuries
in combat, but without going to extremes that would make it
unplayable or unwieldy. A-
 

Yes, I know that the standard D&D Kobold has tails, but the ones in my campaign don't.


Actually, I never thought about it all that much, but my example was borrowed from a recent running of the Hamlet of Thumble. The artwork in that seemed to indicate that Kobolds didn't have tails. Which honestly, I always thought was the case, it wasn't until someone pointed it out, and I went and looked in the 3e and 1e monster manuals, that I realize they do have tails.
 



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