Farealmer3 said:
This ain't an answer, which system do YOU regonize as far as your products go, construct bonus hp or material hp by inch? One system allow the golem to destroy planets the other no so much(because by your rules anything that doesn't do sufficient damage will just have gravity bring the object back together). 300,000 isn't going to do sufficent damage to a 7 billion planet to do that.
I think its easier to scale materials to fit monsters than vice versa. So that (Construct Bonus HP) would be my preferred method, though remember to use the best available option for such items (generally weight rather than dimension).
A medium sized iron door (2 inches thick) will probably be large for the purposes of determining hit points.
However, I think I may have to review this method of determining hit points (and/or hardness) because it doesn't give satisfying results.
If a tanks main gun is dealing 10d10 (or whatever) then that should be bouncing off tank armour (most of the time).
Which is why Hardness 20, Hit Points 80 technically doesn't make sense. Of course the sloping, and thus AC might come into play, but I am still not totally satisfied with the results. AC 32 for a main battle tank feels funny when a superior fighter can just chop it up with an axe. Its possible that natural armour bonuses (from HD and size) should add to an item (and creatures) hardness.
That would give the main battle tank a DR 44/- (hardness 20, 15 HD, +9 from size: effectively Gargantuan due to one VSC)
Interestingly it would give an iron golem DR 33/- (hardness 10, 18 HD, +5 from size). Although I think that would require you to instigate 4E policy whereby any creature can suffer critical hits (which makes sense given that golems have joints, and generally thinner sections which would be easier to damage).
Stone Golem: DR 21/-
Clay Golem: DR 18/-
Flesh Golem: DR 11/-
Mithril Golem: DR 59/-
Adamantine Golem: DR 83/-