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| game_systems:combat:damage_overview [2025/05/03 22:02] – reon | game_systems:combat:damage_overview [2025/12/15 06:08] (current) – [Damage] reon | ||
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| - | ===== Damage ===== | + | ===== ARCHIVED |
| ====Damage Types==== | ====Damage Types==== | ||
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| * [[game_systems: | * [[game_systems: | ||
| - | * [[game_systems: | + | * [[game_systems: |
| 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. | ||
| Line 68: | Line 68: | ||
| | 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/ | ||
| + | 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: | ||
| + | |||
| + | ==== 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: | ||
| + | * **Magical Items:** +1 enhancement = +2 Hardness, +10 HP | ||
| + | * **Vulnerabilities: | ||
| + | * **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' | ||
| + | |||
| + | ===== Animated Objects ===== | ||
| + | |||
| + | * Use creature rules for Armor Class | ||
| + | |||
| + | ===== Breaking Items with Strength ===== | ||
| + | |||
| + | * Use Strength check (not damage) | ||
| + | * DC based on construction, | ||
| + | * Broken condition lowers DC by 2 | ||
| + | * Size bonuses/ | ||
| + | |||
| + | * Fine –16 | ||
| + | * Diminutive –12 | ||
| + | * Tiny –8 | ||
| + | * Small –4 | ||
| + | * Large +8 | ||
| + | * Huge +16 | ||
| + | * Gargantuan +24 | ||
| + | * Colossal +32 | ||
| + | |||
| + | **Tools:** Crowbar or ram improve checks (see Equipment) | ||
| + | |||
