This
massive tome clocks in at 168 pages, 1 page front cover, 1 page editorial, 2
pages of backer-list, 2 pages of ToC, 1 page SRD, 1 page advertisement, leaving
us with 160 pages of content, so let's take a look!
But before
we do, full disclosure: After receiving the Beta-version of these rules and
thoroughly enjoying them, I was asked to be a stretch-goal for this book and
thus have contributed some content to this book. I do not consider my verdict
in any way compromised by this, but felt obliged to mention it anyways. The
archetypes I contributed are clearly discernible (since the book properly
credits its guest authors - which is awesome!), so judge for yourself.
Got that?
All right. So the basic question this book poses is one that has haunted me for
multiple iterations and roleplaying systems - why are critical hits so boring?
Yeah, bonus damage may be nice, but let's face it - the additional numbers just
aren't that cool. In older systems I essentially scavenged and homebrewed
components from e.g. rollmaster, but those brought their own issues. When the
critical hit and fumble decks hit shelves, I went for them. They didn't do the
trick for me, being not extensive enough and a tad bit too random for my
tastes. Just taking and modifying systems from other rule-sets also proved to
be not the best option.
Enter
Laying Waste. The base system is ridiculously easy to grasp - all crits deal
max base damage. There are no more critical confirmation rolls - these have
been replaced by so-called severity checks: These are essentially a d20-roll +
the the excess amount the attack beat the target's AC and also fractures in the
critical modifier of the weapon and the size of the weapon. Even bonus damage,
different size categories etc. are taken into account. What sounds moderately
complex in a review's text is actually exceedingly simple on paper and thanks
to the concise examples given. Now additionally, severity checks then result in
no additional effect, a light wound effect, a moderate wound effect or a severe
wound effect. Some of these wound effects have saves to mitigate - so yes,
while you make chop off nose, puncture eyes or even behead foes, they will have
to have failed a save to suffer such debilitating effects. Once you have
determined the severity of the wound, you roll a d% to check the effect, with
each table offering a massive 50 entries of different wounds that makes 150 for piercing, bludgeoning and
slashing EACH. While there are some overlaps of wounds between the respective
damage types, these are the exception rather than the rule, resulting in the
diversity and uniqueness of the remarkable occasions of criting being
significantly increased - it's no longer: "Remember how I dealt 47 damage
to the ogre in one stroke!", but rather "Remember how it took that
ogre's arm clean off?" Yeah. You probably get why prefer systems like
this.
Now in case
you haven't noticed - this results in a significantly increased gritty-factor
and a kind of increased realism that gets rid of an, at least for me, unpleasant
abstraction in the rules. Now another part of the effect would be the
prevalence of bleed-effects - it never made sense to me that bleed doesn't
stack and for the purposes of this system, it does. Means of recovery and the
heal skill also are properly implemented - no longer is the latter a waste of
skill points, but rather a nice option to help keep your battered allies
together. Now this base system can be further modified rather easily via a
couple of optional rules that worked well in my tests.
Now, of
course one would assume that synergy with e.g. already published feats would
become wonky, but since severity replaces the critical confirmation roll, the
bonus added can be simply carried over - elegant. Now this book does sport a
vast array of new feats to support the system - the table alone covers over 5
pages, just to give you an idea of the scope. If I don't want to bloat the
review worse than Kaer Maga's bloodmagic practitioners, I'll have to resort to
giving you a general overview, all right?
The feats
generally interact and expand with the new system - take the very first feat,
acrobatic reflexes: Instead of a ref-save, this allows wounds that prompted a
ref-save to avoid the wound's effects via acrobatics. Other feats allow you to
treat the base damage (e.g. piericing) as another damage type. Of course, just
about all common class/race features can be expanded as well - racial
foe/hatred? There's a feat for it. Better threat range against foes unaware of
you? Yep. Increased bleed damage whenever you cause it? Bingo. On a plus-side -
shields receive more relevance: With the right shields, you receive a chance to
negate the critical hit. Yes. The whole hit. Why do I consider this a good
thing? Well, at first, I didn't. In actual game-play, it did add a level of
dynamics, a roller coaster of emotions to the combat: When my Death Knight
scored a decapitation against the paladin, who then proceeded to negate the
attack, the player was sitting on the edge of his chair. Now some of the feats
admittedly are "only" a good idea that could use proper expansion
into a full-blown system: Take critical channel - Roll a d20 every time you
channel: On a 20, double the effects. While this one won't break any game and
gives the channeling player some of the criting satisfaction, I still maintain
that a full-blown system would work better here. I'm also not a fan of adding a
second attribute (like e.g. cha) as a modifier to damage, even if it's only on
critical hits, but that's a personal preference and won't influence the final
verdict. Now Deflect Blow is also an interesting feat - as an immediate action,
you may opt to be hit by an attack, but receive DR /- equal to you BAB against
the attack. No way to exploit, tax of one feat, action-economy-restriction -
this is an example for a damn fine feat. Why? Because it makes combat more
dynamic, adds some tactics and can't be cheesed via items, buffs etc. Opting to
increase the threat range at the chance of an increased fumble-rate.
Another
peculiarity of the feats herein would be that, beyond the weapon damage type
finally mattering more, the feats also often require specific weapon qualities
to work, lending the respective builds towards a more diverse weapon selection
and thus, fighting styles. While by far not all feats herein are winners, the
vast majority actually work in rather awesome ways and serve to neatly expand
the base system's impact. Now Laying Waste would not be a massive book on
mechanics without new archetypes -a total of 16, each crediting the respective
author (and yeah, these include Rachel Venture, John Reyst, James Olchak, Adam
Meyers, Clinton J. Boomer (!!!) and yours truly). Now generally, the archetypes
are rather high-concept: James Olchak's Bajquan Imperial Bodyguard, for
example, makes for one of the coolest bodyguard archetypes I've seen in a while
- and while regaining ki by receiving damage can be cheesed with regeneration
and fast healing, it is at least slow - still, that particular ability imho
requires further restrictions to prevent all-out cheesing. Brian Berg's
sinister Blood Archer, firing arrows clad in virulent poison with bone bows
just oozes cool imagery. On teh other hand of the spectrum, Rachel Ventura's
woodland snipers bounded to nature spirits, teh Dakini, are less sinister, but
still damn cool.
My Disembowler archetype is all about wielding oversized
weapons (and yes, I plainly disregarded the cluster-f*** that is the Titan
Mauler FAQ in favor of a simpler solution)...and gaining, at later levels a
friggin' one-man cannon. This barbarian archetype also is all about NASTY
severity-effects and may wilder somewhat in the gunslinger's arsenal. Now some
Otakus may start grinning right now - If you haven't realized it: I made this
one as a personal love letter to the character Guts from Kentaro Miura's
legendary dark fantasy Manga-saga Berserk. Conversely, my master of 1000 cuts,
a fighter specialist of bleeding criticals actually came, concept-wise from my
2nd edition-days, before the bleeding rules were nerfed to smithereens - with
Laying Waste fixing that, I could finally update the cool concept and modernize
it. James Olchaks fighting-style analyzing Mockingbird-rogue is cool and Rachel
Ventura's take on the Amazon actually makes a low armor, agile barbarian based
on CHA work. Now if you've seen any WuXia-movie ever, I probably won't have to
explain the concept of the pressure point master I wrote - Iless damage, better
critical effect control would be what to expect here. (On a personal note:
Thanks to all the reviewers that explicitly commented how they liked this one!)
Adam Meyers also has something rather cool up his sleeve - the head honcho of
Drop Dead Studios provides some cool Sneak Attack Substitutions. Now I don't
have to tell you that Clinton J. Boomer's contributions are high concept and
awesome - heavily armored dwarven barbarian? Ninja? Yeah. Brian Berg also
provides a more down-to-earth sword master and a mace specialist. James
Olchak's Spiked Gauntlet/Armor-specialist also makes for a neat take on the
trope. John Reyst's Vandals are barbarians all about stealing and destroying.
Now it's
only fair in a system of cool critical hits to apply the same thoroughness to
critical fumbles -a distinction between melee, ranged and natural critical
fumbles covers all the bases for the mundane ways to botch. This part of the
system is just as optional and modular as the base system, but also damn cool.
Now going even beyond that, Laying Waste takes groups that play with Armor as
DR and Called Shots as variant rules into account and provides rather extensive
advice on using the systems in conjunction, should you choose to. While I liked
both base systems (introduced in Ultimate Combat, if my memory serves right)
idea-wise, their execution did not work for my group when I introduced them,
but since some groups will like them, kudos! Now I already mentioned the
increase in significance the poor heal-skill receives and yes, the rules here
are concise as well.
Beyond
that, magical items and item qualities, a nice piece of short fiction and the
fully statted Cr 15 fetchling magus on the cover as an iconic round out the
book.
Conclusion:
Editing and
formatting, not the biggest strength of TPK Games, is better here than in any
other book they've released so far - while minor glitches can be found, their
frequency is low enough to not impede one's enjoyment of the book. Layout
adheres to a relatively printer-friendly 2-column b/w standard (with red
highlights) and the b/w-art is original, old-school and nice, apart from the
full color cover and single pieces here and there. The pdf comes excessively
bookmarked and hyperlinked for your convenience.
This
critical system is AWESOME. There's no way around it. If I had not considered
it great, I wouldn't have agreed to work on it. Now, quite some time has passed
and the system has seen some use and I can wholeheartedly say - it has improved
the game. Combat is more dynamic, crits are more memorable - and best of all -
the system is ridiculously easy to learn and master, elegant in design and modular:
Don't like the fumbles? Ignore them. Don't like a feat/archetype? Ignore it.
Even better, the system does not require other supplements to be specifically
designed for it - each new supplement you buy can easily be made to adhere to
Laying Waste's rules - this system will remain relevant. That being said, I
wouldn't be Endzeitgeist if I had no complaints - some feats and archetypes
didn't blow me away, but that's all right. A more significant catch would be
that this book, by intention, is all about martials and martial crits -
alchemical, magical or psionic crits will have to wait for Laying Waste II,
which will also be made. So yeah, there's a gap in the system there, but one
that is acknowledged. After several months of playtesting this beast, I can say
that neither I, nor my players ever wish to return to the boring, bland default
rules. This book may not be perfect, but you can cherry-pick it very well and
the general system is elegant and downright genius.
If dark
fantasy, horror, scars or just a gritty, more realistic fantasy is what you're
looking for, if crits no longer result in excitement at your table - then you
MUST get this. Even if you just want an array of wounds or additional effects
for your own critical system, this beast is well worth the fair asking price.
My final verdict will take all of these into account, but ultimately reflects
one fact: There are few books that see this much use at the table, that so
effortlessly increased fun - and while I can't always play with it (since I do a
lot playtesting), it has become a permanent fixture in my main campaign. Now
when do we finally get book 2? My final verdict will clock in at 5 stars + seal
of approval plus a nomination as a candidate for my best-of 2014.
You can get this great system here on OBS and here on d20pfsrd.com's shop!
Endzeitgeist
out.
1 comment:
I've used this book and will never go back old crits. The Laying Waste needs to be on every gaming table.
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