eleran said:
After reading page 66 of the DMG as suggested by a previous poster, it looks to me like those determinations are in your hands.
So why am I playing D&D and not Amber, again?
Rules are just a framework. Sometimes too much scaffolding gets in the way.
So I paid 75 bucks for...what, exactly?
"Dude, just make some stuff up" can easily be written on a fortune cookie. I find it hard to believe it took "seven digits" of development money to come up with that. If this was a simplification which actually fixed something many people complained about, I could see it, but it didn't. I do not recall many threads entitled "Hardness is too hard!".
Does removing hardness remove lookup time? No, you still need to work out object hit points, and it's not likely you'll bother memorizing a rarely-used chart. Does it simplify math? A tiny bit, but since resistance is still in the game, not much -- especially since bashing objects usually happens out of combat, when having a single extra number to factor in is not a big deal. Does it save space in the rulebook? Not much.
Will it lead to a lot of house rules, arguments, and inconsistency between game sessions and between DMs? Yes.
It's a change for no appreciable gain that carries some serious drawbacks.
A DM has enough work to do dealing with all the myriad situations no designer or rules set could predict. Telling him to "use common sense" for situations which are common occurences in play and which are trivial to write brief, useful, rules for is increasing, not decreasing, the DMs burden. I do not find my burden lighter when I have to do impromptu game design at the table.