Using Torn Asunder in my game...

thundershot

Adventurer
I've had Torn Asunder for over a week now, and I'm getting ready to use it in my campaign. However, I need to figure out a way to use it with one of my house rules regarding critical hits.

Rather than the standard "20 always hits" rule, I use the "add 10 plus modifiers". Which means that every natural 20 rolled will yield a 30 even with no BAB or STR bonus. If I kept that, people would be shredded apart on every nat 20 critical hit without mercy. Should I use my way to determine if it hits first, and then subtract 10 to determine the critical effects? That's the closest I can get for now...


Thanks
Chris
 

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Ya, the nat 20 = 30 rule really would make Torn Asunder out of the characters. So, I'd agree with just keeping a 20 as a 20 for those effects.
 

Can you share a few more details about Torn Asunder? I was thinking of picking up a copy myself, but haven't had the time. I know Trancejeremy gave it a raving review here on EN World, so it must be really good. What are the best parts and worst parts for you?
 

Ed Cha said:
Can you share a few more details about Torn Asunder? I was thinking of picking up a copy myself, but haven't had the time. I know Trancejeremy gave it a raving review here on EN World, so it must be really good. What are the best parts and worst parts for you?
As Die Kluge was quick to point out to me while we were demoing the book, the Dung Golem is worth the price of the book alone! ;)

Seriously, I like this book. The systems for critical hits, called shots, healing, and new skill applications are great. Check this thread from a few months back for more info and opinions:
http://www.enworld.org/forums/showthread.php?t=60417
 
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Torn Asunder is a very good book, in my opinion. No, it's not something you NEED, and it's certainly not something my players want me to use "Monsters don't have to worry about being dismembered, since they just die, so it only works AGAINST us!" or "I'd rather be killed and rezzed than to have a broken arm! You'll ruin my character!". Fortunately, it's not that bad. Basically, the critical effect is the difference between the total original hit roll and the actual AC needed TO hit (and a confirmation as well). If it's 5 or more, there's a critical effect (severity based on how many points above and beyond it hit by).

It's also got more weapons, monsters, and even artificial limbs (!)... It's really a fun book to read, but I'll let you know how it turns out when I physically start using the book on my players this weekend.. :D



Chris
 
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I used to have rules like that, only they were far more gruesome and bloody. Players tended to avoid combat as a result, because somebody might actually get hurt. Heaven forbid somebody get hurt in a combat! Since that was sort of the entire point, this is good.
 

Well, that's kinda my players fears right now... "I don't want my character to get HURT! I'd rather you kill him, because he can at least be rezzed." They think of their characters more like a book rather than a game. In a book, you have control over the torment you put your character through. In D&D, the dice rolls can have an effect... But I'm not TRYING to destroy their characters... Just bang them up a little.. :D



Chris
 
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thundershot said:
Rather than the standard "20 always hits" rule, I use the "add 10 plus modifiers". Which means that every natural 20 rolled will yield a 30 even with no BAB or STR bonus. If I kept that, people would be shredded apart on every nat 20 critical hit without mercy. Should I use my way to determine if it hits first, and then subtract 10 to determine the critical effects? That's the closest I can get for now...


Thanks
Chris

I think that would work, the +10 bonus for rolling a 20 is only for actually hitting, not for determining crits. This would not increase the deadliness of adding in the crit system above the base system. Since the crit system does make things more deadly for PCs as is, you might not want to go further.
 

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