A friend of mine is planning on running a campaign using PFRPG, but he wants to include critical hit and fumble rules. We are comparing several different systems, Torn Asunder among them. He asked all the players to look at the systems under consideration and provide critiques. I have a few questions about Torn Asunder:
1.) Page 5 shows Table 1-1, which lists a comparison between a factor level and its relevant severity. The Mild and Serious factor levels are identical, however. Was Serious meant to be 15 above minimum attack roll?
2.) On several pages, we are told to apply "base weapon damage". This term isn't used in PFRPG, as far as I know, so what definition do the authors of Torn Asunder use? Also, how is "unmodified base weapon damage" different?
3.) Bleeding on Page 34 (and later in the collection of tables near the back of the book), Tables 1-13 and 1-14 list amounts of blood loss. However, the worst is listed as "Heavy" instead of "Serious". Why does this not match Severity for critical hits, while the two lesser effects do?
4.) Table 1-17: Called Shots (Page 37) lists the Mouth's penalty from the Abomination profile earlier presented (Pages 11-14). Since this is less of a penalty than aiming at the head, calling for a shot at the mouth instead would allow a higher chance of hitting. Unless the mouth is larger than the head or located somewhere other than the head, this makes no sense. Do the authors have a suggestion what can be done about this?
5.) Page 43 lists Black Walnut Lead, but its text implies this should have instead been "Black Walnut Meat." Am I correct?
6.) The authors state that Magical Healing (starting on Page 47) would focus on lesser damage first. However, in later paragraphs, is contradicted by an argument that more severe damage would be taken care of by magical healing first. Then the example given goes back to the lesser damage cured first, but a higher-level cure spell would take care of more severe damage first. Could the authors clarify this please?
7.) Do some or all of the Healing Spells (Pages 64-66) qualify as usable as Spontaneous Casting by clerics channeling positive energy?
8.) The Critical Fumble rules (Page 39) seem to target fighters and paladins the most, since they have the highest likelihood of rolling many to-hits during combat, thereby risking fumbles most often. The Dexterity check against DC 15 seems harsh, considering those wearing heavy armor tend to have little to no Dex bonus. A fighter with no Dex bonus has a 75% chance of fumbling, should he roll a 1. It is a distinct possibility for a 1st-level party with a lone fighter to suffer a TPK, should that fighter accidentally fall on his own sword and kill himself, leaving the rest of the party at the mercy of the monster(s) he was holding off. I don't see the players who must endure this being very pleased with these fumble rules.
I'm afraid this is as far as I've gotten with the book, so I'll have to save further questions for some other time.