Hardness and armor

Trellian

Explorer
One of my players critical missed a saving throw from a lightning bolt, and it was randomly determined that his chain shirt was the item damaged.

What is the hardness and hitpoints of a chain shirt?
 

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I think that lightning (electricity) will damage metal. I'm sure that there's probably a lot of math to figure out how much is needed, but the end result is this: hit something that's not a perfect conductor of electricity hard enough, and it'll melt or even vaporize.

As far as I know, there's no such thing as an absolutely perfect conductor. Everything has at least a little resistance to it.

As for the hardness / HP:

Iron: Hardness: 10 HP: 30/inch of thickness

So, how thick is a chain shirt? I'd say that it might have a "virtual thickness" of a third of an inch, even though the shirt's probably a little thinner than that.

So Hardness 10, HP 10
 
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Angcuru said:
Ummm..... metal is a conductor of electricity. The shirt wouldn't be damaged, just the dude.

The properties of metal as a conductor of electricity in the real world is immaterial in the game. It's a kind of magic :)
 

Exactly what rules we needed :p But ours we needed them for Many ooze attacks.

I think the point that was trying to be made was CRITICAL failures to saving throws, and then it being targeted at the armour. These are the rules we use (from a Sage Advice, sorry, do not know where abouts its reprinted.)

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Armour Hit Points - Implemented from chapter 65 onwards. We have used the recent Sage Advice with regards to Armour Hit points. Armour has 10 hps per AC, and a Hardness of 10 for metal armour, and 5 for non metal.

E.g.: A chain Shirt would have a hardness of 10, and 50 hps. Magical armour adds one hardness and toughness per +1, so the above chain shirt, if +2, would have 12 Hardness and 52 hit points.

Apparently Hitpoints where not included in 3rd edition rules as the writers did not want armour to be sundered, but this left questions as to regards whether a suit of armour would survived a critical failure saving roll against a fireball or lightning bolt for example. With a campaign that has oozes as every other encounter, these rules are greatly needed.

If a suit of armour is damaged, its effective AC is reduced by the amount of damage it has taken divided by 10, rounded up.

E.g.: If a Full suit of Plate, at AC8, 10 Hardness and 80hps takes 55 damage, 10 damage is ignored by the Hardness of the armour, and the remaining 45 damage gets through. The Full Plate now has 35 (80 - 45) hps left and its AC is reduced by 45/10 = 4.5, rounded up to 5. The armour now only provides a bonus of 3 AC instead of its original 8 - it still has a hardness of 10, but only 35hps. Another attack like that and the armour is destroyed.

Magical armour that has been damaged in any way has been allowed to be repaired by using one 'special' sheet of metal (for simplicities sake) that we purchased from the Smithy at Palfrey's keep along with a single casting of the Fabricate spell

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Thats how we do it anyway. For Mithril and other materials, I think DM's Guide has those - Mithril is 15 hardness I think, and has the same hps as normal metal. But thats up to your DM to rule one way or the other.
 

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