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game_systems:combat:damage_overview [2025/05/03 22:02] reongame_systems:combat:damage_overview [2025/12/15 06:08] (current) – [Damage] reon
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-===== Damage =====+===== ARCHIVED Damage =====
  
 ====Damage Types==== ====Damage Types====
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   * [[game_systems:combat:Energy Damage]] - There are two sub-categories for Energy, Aligned and Elemental.   * [[game_systems:combat:Energy Damage]] - There are two sub-categories for Energy, Aligned and Elemental.
-  * [[game_systems:combat:Physical Damage]] - The three main types of Physical damage are bludgeoning, piercing, and slashing.+  * [[game_systems:combat:Physical Damage|Physical Damage]] - The three main types of Physical damage are bludgeoning, piercing, and slashing.
  
 If your attack succeeds, you **deal damage**. The **type of weapon** used determines the **amount of damage** you deal. If your attack succeeds, you **deal damage**. The **type of weapon** used determines the **amount of damage** you deal.
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 | 5d6       | 5d8   | 7d6       | | 5d6       | 5d8   | 7d6       |
 | 5d8       | 7d6   | 7d8       | | 5d8       | 7d6   | 7d8       |
 +
 +===== Object Durability and Damage Rules =====
 +
 +==== Common Armor, Weapon, and Shield Hardness and Hit Points ====
 +^ Weapon or Shield ^ Hardness ^ Hit Points ^
 +| Light blade | 10 | 2 |
 +| One-handed blade | 10 | 5 |
 +| Two-handed blade | 10 | 10 |
 +| Light metal-hafted weapon | 10 | 10 |
 +| One-handed metal-hafted weapon | 10 | 20 |
 +| Light hafted weapon | 5 | 2 |
 +| One-handed hafted weapon | 5 | 5 |
 +| Two-handed hafted weapon | 5 | 10 |
 +| Projectile weapon | 5 | 5 |
 +| Armor | special⁴ | armor bonus × 5 |
 +| Buckler | 10 | 5 |
 +| Light wooden shield | 5 | 7 |
 +| Heavy wooden shield | 5 | 15 |
 +| Light steel shield | 10 | 10 |
 +| Heavy steel shield | 10 | 20 |
 +| Tower shield | 5 | 20 |
 +
 + ⁱ Add +2 Hardness for each +1 enhancement bonus.\\ 
 + ² HP values are for Medium-sized items. Divide/multiply for different sizes.\\ 
 + ³ Add 10 HP for each +1 enhancement bonus.\\ 
 + ⁴ Varies by material; see Substance Hardness and Hit Points.\\ 
 +
 +==== Size and Armor Class of Objects ====
 +^ Size ^ AC Modifier ^
 +| Colossal | –8 |
 +| Gargantuan | –4 |
 +| Huge | –2 |
 +| Large | –1 |
 +| Medium | +0 |
 +| Small | +1 |
 +| Tiny | +2 |
 +| Diminutive | +4 |
 +| Fine | +8 |
 +
 +==== Substance Hardness and Hit Points ====
 +^ Substance ^ Hardness ^ Hit Points (per inch) ^
 +| Glass | 1 | 1 |
 +| Paper or cloth | 0 | 2 |
 +| Rope | 0 | 2 |
 +| Ice | 0 | 3 |
 +| Leather or hide | 2 | 5 |
 +| Wood | 5 | 10 |
 +| Stone | 8 | 15 |
 +| Iron or steel | 10 | 30 |
 +| Mithral | 15 | 30 |
 +| Adamantine | 20 | 40 |
 +
 +==== Object Hardness and Hit Points ====
 +^ Object ^ Hardness ^ Hit Points ^ Break DC ^
 +| Rope (1 in. diameter) | 0 | 2 | 23 |
 +| Simple wooden door | 5 | 10 | 13 |
 +| Small chest | 5 | 1 | 17 |
 +| Good wooden door | 5 | 15 | 18 |
 +| Treasure chest | 5 | 15 | 23 |
 +| Strong wooden door | 5 | 20 | 23 |
 +| Masonry wall (1 ft. thick) | 8 | 90 | 35 |
 +| Hewn stone (3 ft. thick) | 8 | 540 | 50 |
 +| Chain | 10 | 5 | 26 |
 +| Manacles | 10 | 10 | 26 |
 +| Masterwork manacles | 10 | 10 | 28 |
 +| Iron door (2 in. thick) | 10 | 60 | 28 |
 +
 +==== DCs to Break or Burst Items ====
 +^ Strength Check to: ^ DC ^
 +| Break down simple door | 13 |
 +| Break down good door | 18 |
 +| Break down strong door | 23 |
 +| Burst rope bonds | 23 |
 +| Bend iron bars | 24 |
 +| Break down barred door | 25 |
 +| Burst chain bonds | 26 |
 +| Break down iron door | 28 |
 +
 +*Condition DC Adjustments: Hold portal (+5), Arcane lock (+10); use the higher value if both apply.
 +
 +==== Items Affected by Magical Attacks ====
 +^ Order ^ Item ^
 +| 1st | Shield |
 +| 2nd | Armor |
 +| 3rd | Magic helmet, hat, or headband |
 +| 4th | Item in hand (e.g., weapon, wand) |
 +| 5th | Magic cloak |
 +| 6th | Stowed or sheathed weapon |
 +| 7th | Magic bracers |
 +| 8th | Magic clothing |
 +| 9th | Magic jewelry (including rings) |
 +| 10th | Anything else |
 +
 +==== Breaking and Entering ====
 +You can smash or break an object with a weapon or sheer strength.
 +
 +===== Smashing an Object =====
 +
 +  * Use the **sunder** maneuver with a weapon.
 +  * Combat maneuver check is opposed by the object’s AC.
 +
 +===== Object Armor Class =====
 +
 +  * AC = 10 + size modifier + Dexterity modifier (usually –5) – 2 penalty
 +  * Full-round aiming: automatic melee hit or +5 to ranged attack
 +
 +===== Hardness =====
 +
 +  * Represents how much damage is resisted.
 +  * Subtract hardness from each damage instance.
 +  * Only excess damage is subtracted from HP.
 +
 +===== Hit Points =====
 +
 +  * Depends on material and size.
 +  * Damage ≥ 50% HP: broken condition
 +  * HP = 0: destroyed
 +
 +===== Special Rules =====
 +
 +  * **Ineffective Weapons:** Some weapons cannot damage certain objects
 +  * **Immunities:** Objects are immune to nonlethal damage and most critical hits
 +  * **Magical Items:** +1 enhancement = +2 Hardness, +10 HP
 +  * **Vulnerabilities:** Some attacks deal double damage and ignore hardness
 +  * **Damaged Objects:** Still function (with broken condition) until 0 HP; can be repaired via Craft or spells (e.g., *make whole*, *mending*)
 +
 +===== Saving Throws =====
 +
 +  * **Magical Items:** Always allowed; save bonus = 2 + 1/2 caster level
 +  * **Unattended Non-Magic Items:** No saving throws; always fail
 +  * **Attended Items:** Use owner's save bonus unless otherwise stated
 +
 +===== Animated Objects =====
 +
 +  * Use creature rules for Armor Class
 +
 +===== Breaking Items with Strength =====
 +
 +  * Use Strength check (not damage)
 +  * DC based on construction, not hardness
 +  * Broken condition lowers DC by 2
 +  * Size bonuses/penalties:
 +
 +  * Fine –16
 +  * Diminutive –12
 +  * Tiny –8
 +  * Small –4
 +  * Large +8
 +  * Huge +16
 +  * Gargantuan +24
 +  * Colossal +32
 +
 +**Tools:** Crowbar or ram improve checks (see Equipment)
 +