INTRODUCTION
How many times have you rolled a critical
threat only to fail a critical confirmation
check? It’s a let-down for certain. How
many natural 20’s have you wasted in this
manner? Do you think that you should be
rewarded somehow for hitting your threat
range?
Have you ever found yourself hating players
or monsters wielding x4 critical items doing
completely unrealistic amounts of damage?
If you loved the GameMastery crit decks but
found them a bit too random or
inappropriate for your actions, read on, this
book is for you!
Laying Waste presents a slick system to
maximize the enjoyment of critical hits and
fumbles in the Pathfinder RPG or OGL d20
systems. This system replaces both the
standard critical hit and fumble rules,
building upon the excellent Critical Hit and
Fumble decks by Paizo Publishing, improving
the mechanics and realism for game play,
while still being simple and elegant enough
to use with ease.
Now players and GM characters are
rewarded for all of their threat rolls and for
their level of skill! Critical hits will add a
very fun element to the game now, rather
than simply making combat go faster by
doing huge amounts of damage. It is even
possible to receive lasting wounds from
particularly terrible fights, the sort of thing
to show off over tavern ales and campsite
fires.
The emphasis of this product is fun however,
and not sheer destruction. While the
possibility exists for horrific maiming and
wicked injuries, clerics also have ways to
treat such injuries and it will take a very
honed and practiced hand to deal the most
grievous of blows.
Now get to reading and enjoy LAYING WASTE
upon your enemies now and for years to
come!
CORE CONCEPTS
These are the basic tenets to the Laying
Waste system. The changes are significant
but easy to learn and memorize. Each of
these basic tenets will be explained in greater
detail below.
- Critical threats now do maximum
base damage, and are called critical
hits, regardless of whether or not
you “confirmed.”
- Critical confirmation rolls have been
removed, replaced by a severity
check to add effects to your critical
hits. Combatants must achieve at
least a DC 20 on a severity check in
order to gain a critical effect.
- Criticals can give the target light,
moderate or severe wound effects,
or even extra bonus damage, based
primarily on the skill of the attacker
(and other factors).
- Targets gain a save against
debilitating effects, though if they do
save successfully they trade the
hindering effect for extra damage
instead. You now cannot lose life or
limb without failing a save.
CRITICAL THREATS
When a critical threat is now rolled, the
damage is maximized, and it is called a
critical hit. The critical hit severity is then
resolved to determine whether or not the
critical hit has a critical effect.
SEVERITY CHECKS
This is accomplished by rolling a d20 and
adding the weapons critical modifier and the
excess amount that the attack beat your
target’s armor class, adding any additional
modifiers and comparing that number to the
severity DC’s (DC 20, 30 and 40
respectively).
EXAMPLE:
“Bjorn the Strong” is a 5th level Fighter. He
has a 16 Str score and a +5 BAB. He also has
a +1 longsword and the weapon focus feat.
His total attack roll is a +10, doing 1d8+4
damage and he has a threat range of 19-20.
When he rolls a 19 or 20, he automatically
deals 12 points of damage and he may then
roll a severity check to see if his critical hit
has a critical effect, or just max damage.
Let’s say that Bjorn rolls a natural 19
(modified 29) on his attack. First of all, his
critical hit automatically does 12 points of
damage. If his target’s AC was 16, he gains a
+13 bonus to his severity check (+13 for
exceeding his opponent’s AC).
Bjorn then rolls his severity check on a d20,
gaining a natural roll of 10 modified to 23
with his bonuses. Hitting DC 20 means that
he has struck a light critical, and he then rolls
for a light critical appropriate to the type of
weapon he is using (slashing, piercing or
bludgeoning).
Had he rolled at least a natural 17 or better
on his severity check, he would have gotten
30+, allowing him to have dealt a moderate
critical instead. Note that a light critical
done to a weaker opponent can still be
deadly.
Any wound done to an opponent can
hinder them and weaken them, making
them easier to defeat. Higher level and
more skilled opponents have the
capacity to deal truly deadly critical hits.
Roll |
Critical Hit Type |
DC <20 |
Minor Critical: Max damage,
No Additional Effect |
DC 20 |
Light Critical: Max Damage,
Light Wound Effect |
DC 30 |
Moderate Critical: Max
Damage, Moderate Wound
Effect |
DC 40 |
Severe Critical: Max Damage,
Severe Wound Effect |
In essence, threats are now no longer
anticlimactic if they do not confirm, and the
sometimes massive amounts of damage done
on critical hits is replaced with realistic
debuffs that hinder or possibly even kill
opponents.
FEATS THAT DEFEND AGAINST CRITS
It is possible that you have feats that defend
against critical hits, such as Cloven Helm.
Anytime you gain bonus AC versus critical
hit confirmations, subtract that amount from
any severity checks made against you.
MODIFIERS
Modifiers to severity now include skill,
something completely missing from most
critical hit systems. With Laying Waste, the
skill of the attacker, the viciousness of the
weapon, the size of the opponent -- and
possibly luck, all have a factor.
CRITICAL MODIFIER
x2: | +0 bonus |
x3: | +4 bonus |
x4: | +8 bonus |
Weapons that do devastating amounts of
damage on a critical hit (such as a scythe) are
more likely to do more severe critical hits in
this system, though they still have a smaller
threat range and deal critical hits less often.
ATTACK ROLL
Add the amount the attack roll exceeds the
target’s armor class to the severity check.
Skill is a major factor in determining the
severity of a critical hit. A 20th level
Fighter/Sword Savant has a much greater
chance of dealing severe criticals than 5th
level Fighter. Along the same lines, a frost
giant has much more wicked critical hits than
a typical orc Warrior.
SIZE DIFFERENCE
The difference in size between opponents
also has a factor in the severity of critical
hits. Add a bonus when you are a size
category larger than your target, and
subtract a penalty when your target is larger
than you.
SIZE DIFFERENCE
One Size Category: | +2 |
Two Size Categories: | +4 |
Light | DC 20 |
Moderate | DC 25 |
Severe | DC 30 |
Should you succeed in your saving throw to
avoid the additional effect, you will
sometimes instead take bonus damage. This
could mean that it would be possible for
you to take bonus damage multiple times for
the same critical hit.
BONUS DAMAGE
If a critical effect has the term bonus
damage, it means to add a number of bonus
damage dice to the critical damage, based
on the critical modifier of the weapon. Do
not simply double the maximized damage as
before. Also, there is no save against bonus
damage.
The saving throws do not change the fact
that a player is afflicted by a critical hit. The
saves merely allow the player to avoid the
hindering effects, in essence trading them for
additional damage.
BONUS DAMAGE
Bonus damage is unilateral. It doesn’t
matter if your weapon is giant sized or tiny,
bonus damage is calculated the same
regardless of size.
EXAMPLE:
“Bjorn the Unlucky” is struck by a
moderate critical by a longsword, and faces
the possibility of losing his sword hand at
the wrist. He successfully makes his
Fortitude save, and instead of taking the
hindering effect, he instead takes bonus
damage (2d6) in addition to maximum
damage from the critical hit.
No Additional Effect
If you are unable to achieve at least a DC 20
on the severity check, the critical hit deals
maximum damage, but has no additional
effect.
EXAMPLE:
“Bjorn the Unlucky” and nearly
“Bjorn One-Handed” returns blows with his
axe. He rolls a natural 20 on the attack! He
automatically deals max damage, and now
must make a severity check. He rolls a
natural 11 and then adds +4 for his axe’s
critical modifier and an additional +4 for the
amount he beat his opponent’s AC for a
total of 19. Because he did not get at least a
20, he does not deal a critical effect, only
max damage.
FUMBLE RULES
Fumbles are part and parcel to many game systems, especially the d20 system. It is amazing to think that you have a 1 in 20 chance of royally messing up your attack, and your odds of fumbling actually increase as you level up and gain more attacks per round.
In Laying Waste, a natural 1 is treated as a fumble, but players are allowed a variety of ways to avoid the ill effects. These become easier to avoid as one becomes more experienced. Regardless though, it is possible to still fumble, even with a very high level character.
When a character fumbles on an attack roll, they roll for a fumble effect. Based on the effect, there is a save of some degree to avoid the affect. The save rewards more experienced characters, allowing them a greater chance to avoid the ill effects of a fumble.
FUMBLE MECHANICS
Anytime a character rolls a natural 1 when using a weapon, they have the possibility to fumble their attack.
Fumbles are severe mishaps that can cause great consternation to combatants and possibly change the course of the battle completely.
In any case, the fumbling character gains a saving throw to avoid the effects. If the fumbling character passes the saving throw, they instead simply miss, but do not suffer any additional ill effects.
FUMBLE DC'S
You might notice that the DC's to recover from fumbles do not necessarily match the DC's for other actions. This is purposeful, and please use the fumble DC's as listed (base 20). The DC's listed are in response to a specific severity due to the fumble, not the action itself.
For instance, fixing a broken weapon or healing bleed damage might only need a DC 15 check per the core rules. However, because of the unique situation, the DC's have been increased.
FUMBLES AS A ROLEPLAYING OPPORTUNITY:
Yowza! You just rolled a natural one, and rolled 'Attack the Darkness!' Your fumble save has failed and your opponents gain concealment against your attacks for a few rounds. It sucks to be you!
You ask yourself though, why the darkness, that makes no sense at all. Did it just come out of nowhere?
No. The critical hits and fumbles presented are just names and effects. It is up to players and GM's alike to turn these effects into great roleplaying opportunities.
Maybe the wind has your eyes watering, or something blew into your eye. Perhaps you struck yourself and aren't seeing straight. Each option presented can be role-played in a wide variety of options, and we encourage you to do so.
The critical hits and fumbles change the dynamics of game play immensely, adding unforeseen events that change the plans of both players and their adversaries. Don't feel bad about a fumble, use it as an excuse to do something fun.
LAYING WASTE TERMINOLOGY
Ability Damage or Drain – Some attacks or
special abilities cause ability damage or
drain, reducing the designated ability score
by the listed amount. While ability damage
can be healed naturally, ability drain is
permanent and can only be restored through
magic.
Bleed – A creature that is taking bleed
damage takes the listed amount of damage
at the beginning of its turn. Bleeding can be
stopped by a Heal check or through the
application of any spell that cures hit point
damage (even if the bleed is ability damage).
Some bleed effects cause ability damage or
even ability drain. Bleed effects do not stack
with each other unless they deal different
kinds of damage. When two or more bleed
effects deal the same kind of damage, take
the worse effect. In this case, ability drain is
worse than ability damage.
Bonus Damage – if an effect calls for bonus
damage, add this amount to the base
weapon damage to the critical effect. Bonus
damage stacks, and can occasionally be
applied multiple times by the same critical
effect. Bonus damage is frequently the result
of a target’s successful saving throw against a
critical effect, trading the debilitating effect
for bonus damage instead.
Critical Effect – the wound or hindrance that
affects a target with when a successful
severity check is made. All targets gain a
saving throw against critical effects if listed.
Critical Hit – any time you roll within your
weapon’s threat range, it is a critical hit.
Critical hits deal maximum damage, even if
they do not have a critical effect.
Critical Effect – When you achieve at least a
light critical on your severity check, you deal
a critical effect. Some feats work differently
depending on whether or not you achieve a
critical effect or simply a critical hit.
Heal Check – A Heal check is a skill check
using the Heal skill to tend to injuries of all
kinds. The Heal skill is now a very useful
skill for all characters. Even having a few
ranks in Heal (basic first aid knowledge)
could allow you to save a party member’s
life, or possibly your own!
Severity Check – the secondary roll after
critically hitting used to determine the
relative strength of the critical hit. If you
achieve a minimum of a DC 20 on your
severity check, you deal a critical effect.
Threat Range – The numbers that your
weapon critically hits on when you roll a
d20. Some feats and spells can modify this.
OPTIONAL RULE: STACKING THREAT RANGE
In the standard rules, one is not allowed to
stack effects that improve the threat range of
a weapon. In the Laying Waste system, you
may optionally allow this in a limited
manner.
A skilled fighter can train with a weapon for
months or years, earning the improved
critical feat. Other weapons possess a
supernatural sharpness (such as keen), and
can allow an untrained wielder to sever
limbs with the same ease. What happens
then when that trained fighter wields said
weapon?
A GM can choose to allow some stacking of
threat ranges within the Laying Waste
system, however – only grant a +1 threat
bonus to each additional threat enhancing
ability.
For example: a scimitar typically crits on an
18-20, dealing maximum damage. In the
hands of a trained warrior with the
improved critical feat, the threat range
increases to 15-20. If that weapon was also
keen he could improve that by an additional
+1, to 14-20.
In Laying Waste, the critical effects are less
about sheer hit point destruction and more
about debilitation and roleplaying
opportunities. GM’s can certainly choose
not to use this optional rule however if they
feel it is excessive.
OPTIONAL RULE: DEMORALIZED
If you find that characters and monsters
running around with 1 hit point, maintaining
full actions and performing all of which with
no penalties to be silly and unrealistic, then
we have an option for you.
With the Demoralized rules, when creatures
fall below 50% health, they are
demoralized, as per the Intimidate skill,
becoming shaken and suffering a -2 penalty
on all attack rolls, skill checks, ability checks
and saving throws.
OGL