Lurks-No-More said:(There was the time when a gnome monk with admantine knuckle-dusters pummeled a dwarf-made stone bridge into rubble, but the guy running that game was a very good example of a bad DM.)
Believe it or not, I actually have a horror story that is not derived from the hardness rules, per se, but the copious list of rules, charts and tables displayed in the DMG & PHB.Lizard said:[P]resenting the choice of "The world is made of cheese" vs. "Just house rule it" is, frankly, bad game design, unless someone can articulate WHY hardness had to be removed -- something I notice no one here has done. No one has come forth with a horror story about how their entire campaign crashed to the ground because of hardness. No one had said "We never attack objects in our game, the hardness rules are just too complicated". No one's said why this change is good, needed, or beneficial, just that "You can ignore it if you don't like it."
Pistonrager said:Wow... this thread is still getting posts?
Ok, my 2 cents....
If your M.O. is to Bash thru walls instead of walking around a dungeon. Fine. There are no rules for it past a certain point. Because it becomes a physical impossibility for players. If I remember correctly someone put a DC 35 strength check to break a 3 foot thick stone wall. So... a natural 20 with a 40 strength... if you think you'll need rules that go farther than that your thinking about how walls get break.
Attacking walls with weapons? That's just ridiculous. If I was your DM I'd let you do that and if it wasn't a maul of the titans it would break or get jammed in the wall where it wouldn't come out till you spend several hours carefully removing it with the proper tools, and if you tried to just yank it out it'd break.
I have no problem with hacking your way though a wooden door, or kicking it down, but stone and metal walls or doors? Blade stuck in door haft bent or splintered.
In a fantasy game I think it's important to keep the fantasy elements and the mundane elements separate. Sure magic can blow a hole thru a wall, but that's magic.
Chris Stalis said:Still, this brings me to my point: it MUST be supported by the rules that the DM has absolute authority, even over the rules themselves. Every table, every chart, every description of ability and effect does not add to but detracts from the power of the DM because they provide opportunity for the players to say "no, you're wrong". Sure, the DM can hammer away with fiat, but unless the characters expect fiat to routinely trump, the gaming mood suffers. So, for that reason alone, the hardness table needed to go. Otherwise, a player could just point to it and you can't do too much to stop them, even if this particular course of action destroys the story.
So the reason the rule wasn't included, and why it needs to stay out unless a DM wants it in, is because the 3.X system did not seem to support the power of DM fiat. 4.0 does, and I like it better because of it.
silentounce said:You know, hardness rules aren't just for hacking at walls with swords. They could use magical attacks as well, you know?
silentounce said:Blaming the rules for the existence of rules lawyers is like blaming children for the existence of pedophiles.
hong said:... did you just compare rules lawyers to pedophiles?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.