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Laying Waste: The Guide to Critical Combat $14.99
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Laying Waste: The Guide to Critical Combat
Publisher: Total Party Kill Games
by Jason L. [Verified Purchaser]
Date Added: 11/05/2017 00:59:39

This book has become the most used at our table BY FAR. This is, hands down, the best enhancement we've ever introduced to our Pathfinder game.

I highly recommend this!



Rating:
[5 of 5 Stars!]
Laying Waste: The Guide to Critical Combat
Publisher: Total Party Kill Games
by Abraham Z. [Verified Purchaser]
Date Added: 01/27/2017 22:36:31

A truly masterful delivery! This product turns critical hits into a great, gory way of enhancing your character's story, as he cuts a bloody path through the enemy lines. With Laying Waste, criticals not only deal damage, they also impose hindrances, penalties and disadvantages that will surely decide the outcome of a particular encounter, unless they are treated appropriately. Some of them can cause sure death.

Get this if you want your crits to do more than just dish out extra damage, keep in mind the effects are graphical and violent, and that's what adds to the awesomeness.



Rating:
[5 of 5 Stars!]
Laying Waste: The Guide to Critical Combat
Publisher: Total Party Kill Games
by Daniel W. [Verified Purchaser]
Date Added: 03/31/2015 04:20:45

While this book has some interesting additions to make combat more delightfully lethal ( Highlight being confirming crits? Nah. You crit when you crit. Confirming it just means you do even more hilariously huge damage, along with some other nasty effects! ) and some interesting classes / feats to go with the new rules.

However a full third of the book is just copy-pasted tables of weapon types, with slightly different numerical values depending on weapon size. Something that easily could've been done with a small / medium / large value on a single table for each weapon type, as well as making it easier to use!



Rating:
[2 of 5 Stars!]
Creator Reply:
I\'m not sure what you mean by \"a full third of the book is just copy-pasted tables of weapon types\" as this isn\'t a correct statement. There are critical effects for each weapon type, and I\'m guessing that you may have skimmed the book and missed much of the nuances. Give it another read and absorb the content. A lot of people, including community reviewers have only had extremely positive reviews of this product. If you are still confused, feel free to reach out to me personally online and I\'ll happily explain anything you like in the book.
Laying Waste: The Guide to Critical Combat
Publisher: Total Party Kill Games
by Thilo G. [Featured Reviewer]
Date Added: 09/29/2014 08:36:33

An Endzeitgeist.com review

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 the other hand of the spectrum, Rachel Ventura's woodland snipers bounded to nature spirits, the 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.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Laying Waste: The Guide to Critical Combat
Publisher: Total Party Kill Games
by Jason L. [Verified Purchaser]
Date Added: 07/25/2014 09:26:17

Massing a huge 162 pages, Laying Waste is an enormous revamp of rules for critical hits in Pathfinder. The books starts with the new rules which essentially replace the confirmation roll and normal, boring damage multiplication with a severity roll and a host of potential effects based on the severity and damage type of your weapon.

All the possible crits have a save to reduce or eliminate the status effect. The save gets harder as your severity worsens as does, obviously, the effect. A light braining staggers for d2 rounds unless you make a DC20 Fortitude save. A moderate braining is staggered for d3 rounds and the severe version deals additional damage along with d3 rounds of the staggered condition. In each case, the DC gets harder by 5 as well. Even if your victim...er...target passes the save associated with the crit, they are still saddled with some bonus damage. The bonus damage varies from 2d6 with a x2 crit to 5d6 on a x5 weapon. This is a nice system that means a dagger to your kidney (or whatever strange organ drives your renal system) hurts just about as bad as a greatsword, which, while not necessarily going to make a simulationist happy, makes those that love variety in weapons ecstatic. Status effects caused by crits have conditions under which they can be healed. Rest or curative magic are generally there but in most cases you can also make a Heal check. Heal. It’s a skill. It’s between Handle Animal and Intimidate on your character sheet. You can be forgiven for not knowing it’s there; until now there hasn’t usually much reason to take it. I’m so pleased that this undervalued skill gets a real reason to exist in this ruleset.

After pages and pages of bashing, slicing, dicing, and otherwise mauling with criticals, comes ten or so pages of critical themed feats. There’s a lot of good stuff here like Sneaking Strike which causes opponents who take a crit from a rogue to become flat-footed until the end of the rogue’s next turn, a great way to get more sneak attacks in. There are achievement feats and mythic feats to be had here and a lot of neat things to do with combat maneuvers.

Then we have the archetypes. This is where I suffer from some disappointment. As the focus of this book is on critical hits, I can kind of understand why there aren’t archetypes for the sorcerer and wizard (although it seems like one that changed elemental damage into a physical damage type and did something with these rules is an easy fit) but not having a single archetype for the paladin, cleric, bard, druid, or any of the base classes means this whole section has limited value for me. What’s there is cool and chock full of flavor, though. The pressure point master is inspired and the scoundrel, mockingbird, disembowler, and urchin knight are great, too.

Next are the rules for fumbles, separated into melee, ranged, and natural attack fumbles. I’m a huge fan of these. In my group, some fights are just done by story and the dice are left to rest for a time. Inevitably, my players mix failure into their success and get thrown across a room, trip on a rug (which otherwise tied the room together), or simply stare dumbfounded at the unfolding horror of an elder god before the tentacular alarm clock wakes them up. But this never happens when we roll the dice. Misses are set aside and damage from the hits tabulated. The fumble rules give us the opportunity to force these situations into the dice rolling and enhance our stories. If I were an alchemist I’d take the vestigial arm discovery just to give this three thumbs up.

The remaining 30 or so pages are given over to appendices covering rules for called shots, armor as damage reduction, healing and scars, spells, magic weapon and armor abilities, a short bit of prose and a Laying Waste Iconic NPC.

I give this book 4.5 out of 5. The rules are pretty great. The fact that there’s an Android app for Laying Waste crits is great. the lack of variety in the archetypes section is an absolute travesty (figuratively speaking; literally speaking it’s more of a bummer).



Rating:
[5 of 5 Stars!]
Creator Reply:
Thanks for the review! The good news is that we left out the more magical archetypes on purpose. You\'ll see them in a future \'Laying Waste\' supplement that deals with magic, psionics and alchemical critical hits (and fumbles). Cheers!
Laying Waste: The Guide to Critical Combat
Publisher: Total Party Kill Games
by Megan R. [Featured Reviewer]
Date Added: 07/19/2014 10:03:06

Do you want your critical hits not just to do damage to your foes but to do spectactular damage that will have people talking about your mighty blows for weeks, years even? Do you want every 'natural 20' roll to have a significant effect irrespective of what the confirm critical roll comes up as? Look no further...

Ageing gamers may recall the brilliantly cinematic critical hit tables from the Iron Crown Enterprises' game RoleMaster, and I'm sure I'm not the only person who reused them with other rulesets. Here, though, is a system written for use with the Pathfinder ruleset, mechanics honed to work directly with that system. Of course, fumbles are included as well, and the whole is an elegant way to make combat spectacular and exciting.

The core concepts are simple and easy to grasp. To start with, every 'natural 20' does maximum damage and counts as a 'critical hit' rather than merely a 'threat' - subsequent rolls are used to determine the severity of your attack, but the recipient of the blow gets a save against more debilitating effects such as losing limbs or life itself (although at the cost of taking extra hit points of damage).

Throughout, there are numerous examples to show you how everything works and plenty of optional extras that you can bolt on if you wish - or leave out without disrupting the core system. It's not long before you're into the effects tables. These may not have quite as cinematic descriptions as the old RoleMaster ones, but give a better idea of precisely what damage and other effects your luckless foe suffers... and there is enough detail for more bloodthirsty imaginations to run riot as you describe what's going on.

Damage can be bludgeoning, slashing or piercing (depending on the weapon) and the severity of the effects can be light, moderate or severe depending on how well your follow-up rolls went once you'd scored your critical hit, so there is plenty of variety as in each catagory you roll a percentage to get one of fifty options.

Next, there's a collection of Critical Feats. Most of these give a bonus either to your critical severity check or to your save against critical damage, but can be used to build up an idea of how you go about combat - dealing Exacting Strikes perhaps, or having Acrobatic Reflexes... you get the picture. Use them to effect as you describe combat, for what could be a dry treatise on damage dealing provides tremendous scope for making combat come to life as those involved describe their actions and results in epic cinematic style.

These are followed by some fully-developed archetypes. Note that these work best if you are using this rules modification, they won't be as effective or may not work at all in a game played with straight Pathfinder combat rules. There are archetypes for just about every kind of fighter you can imagine, even rogues get a look-in, while some of the monk ones in particular sound rather fun.

Finally come the Fumble rules. Only fair, if your critical hits can have spectacular effects, when things go wrong that can be spectacular as well. If you roll a natural 1 when attacking, there's a chance something terrible will happen... but generally you get a save to mitigate the effects. Most enable the player to come up with an amusing description of the mishap, only adding to the fun. There are separate tables for fumbles in melee, ranged combat and when you are using natural weapons.

And we're not done yet, as appendices deal with niceties like called shots, healing, armour and magic as they all impact on dealing out critical effects (or guarding against them). There are some new spells, just in case the wizards among you are feeling left out a bit, and finally there is a piece of fiction which demonstrates how effective good descriptions of the injuries sustained in combat can be, and a final iconic NPC.

Spice up your combat with crunchy rules that facilitate role-playing by providing ways to give cinematic descriptions of what is going on rather than merely delivering large numbers of points of damage.



Rating:
[5 of 5 Stars!]
Laying Waste: The Guide to Critical Combat
Publisher: Total Party Kill Games
by Erik F. [Verified Purchaser]
Date Added: 07/17/2014 05:30:16

GET YOUR CRIT TOGETHER!

What can I say about this monster of a critical hit system.

Streamlined,

Brutal,

Bloody,

Ingenious,

Murdering Mayhem with fountains of blood and more cheers for critical hits than one could ever hope for.

This books is a must for any group that loves combat and they want it full of broken teeth and ventilated lungs. It's a crit system you can drop into your current game without hiccups.

And there is way more!

Not only is TPK games giving a new way to handle critical hits in a sexy, sexy way. They also pumped out a truck-ton of new combat feats, archtypes, scars, and even new magical item abilities to keep your combat full of swift deadly action.

I have been playing with this system since Game Hole Con 2014 and my group has never turned back. But you don't have to take my word for it. Nope, take it from the 319 backers that have pumped out swimming pools of natural 20's during the Kick Starter beta.

Bottom line this book enhances the game we love in a way that has been missing. So "Get your Crit Together." Pick up the book. And start laying down some severity checks like it's nobody's business!



Rating:
[5 of 5 Stars!]
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