This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ===== ARCHIVED Damage ===== ====Damage Types==== Most damage falls into one of two broad damage types. There are always unique cases where damage cannot be categorized as Energy or Physical. Often damage is hybrid and a mix of 2 or more damage types. When a damage source has multiple sources it is treated as each type at once for all purposes. Often Damage is increased or decreased based on a targets defensive abilities. (If Garry using fire damages against foe with Fire Resistance; the damage will be reduced based on the foes defensive ability.) * [[game_systems:combat:Energy Damage]] - There are two sub-categories for Energy, Aligned and Elemental. * [[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. **Damage** reduces a target’s **current hit points**. ==== Minimum Damage ==== If penalties reduce the damage result to less than 1, a hit still deals **1 point of nonlethal damage**. ==== Ability Bonus ==== Many weapons add damage based on a characters Ability bonus. Most often this is Strength or Dexterity, however many Talents and weapon Traits can change this. * When you hit with a **melee or thrown weapon**, **add your Strength modifier** to the damage result, by default. ==== Light Weapon ==== * When you deal damage with a light weapon in your **1/2 your Ability bonus**. * If you have a **Strength penalty**, the **entire penalty applies**. ==== Wielding a Weapon Two-Handed ==== * When wielding a weapon **two-handed**, add **1-1/2 times your Ability bonus** (Strength penalties are **not multiplied**). * You **do not** get this higher bonus when using **light weapons** with two hands. ==== Multiplying Damage ==== Sometimes you **multiply damage** (e.g., on a **critical hit**). * **Roll the damage** (with all modifiers) **multiple times** and **total the results**. **Note:** When multiplying damage more than once, **each multiplier uses the original, unmultiplied damage**. For example, **doubling damage twice** results in **three times normal damage**. **Exception:** Extra damage **dice** (beyond the weapon’s normal damage) are **never multiplied**. ==== Ability Damage ==== Certain creatures and magical effects can cause **temporary or permanent ability damage** (a reduction to an **ability score**). ===== Damage Dice Progression ===== Damage (That's a lot of damage!) ==== Damage Dice ==== {{tablelayout?rowsHeaderSource=Auto&colwidth=""}} ^ Decrease ^ Base ^ Increase ^ | N/A | 1 | 1d2 | | 1 | 1d2 | 1d3 | | 1d2 | 1d3 | 1d4 | | 1d3 | 1d4 | 1d6 | | 1d4 | 1d6 | 1d8 | | 1d6 | 1d8 | 1d10 | | 1d8 | 1d10 | 2d6 | | 1d10 | 2d6 | 2d8 | | 2d6 | 2d8 | 3d6 | | 2d8 | 3d6 | 3d8 | | 3d6 | 3d8 | 5d6 | | 3d8 | 5d6 | 5d8 | | 5d6 | 5d8 | 7d6 | | 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)