The Sigil
Mr. 3000 (Words per post)
I personally look at Hardness and instantly think "Damage Reduction." Thinking that immediately makes me think of "tensile strength." In other words, how much of a "hit" can an object take before shattering or bending? The shattering/bending is represented by the object losing hit points, while the ability of the object to remain elastic (in the physical sense) is represented by Hardness.Upper_Krust said:Hi all! Interesting Thread.
I don't mean to hijack the thread but has anyone ever considered the hardness modifier between deformable (eg. metal) and non-deformable (eg. stone/gemstone) materials.
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Any Comments?
Let us take, as an example, a twelve-inch-diameter column of iron, compared with a twelve-inch-diameter column of stone, compared with a twelve-inch-diameter column of glass. Now, take a sledgehammer and hit each one. The iron, with its high hardness (10), deforms a little (loses some hit points). The stone, with a lesser hardness (8) maybe chips a bit (minor hp loss), but does not see massive cracking (which would indicate a greater hp loss). The glass, by contrast, chips a bit (like the stone) but probably sees spiderwebbing of cracks start (more hp loss than stone). Repeat for several more blows. Tell me which column is going to give first (assume the blows are of equal force).
Or, drop a metal bowl. A stone bowl. A glass bowl. Start at a height of one inch. Increase the height by an additional inch with each drop. Which do you think will shatter first? All are falling from the same height and taking the same amount of "damage" from the fall - the difference is that the metal bowl's "Damage Reduction" allows it to stick around a lot longer.
I think glass is perhaps a bit too low (1 vs 8? probably not right...), but I think you are trying to interpret hardness as "Moh's Hardness" due to its name -- and not "Damage Resistance" as it shows up in the rules (i.e., tensile strength). Does that help at all?
--The Sigil
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