Is sunder _this_ easy?


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People keep forgetting about circumstance bonuses and such. What type of negative would you give the giant to actually hit something on the opponents *back*. Or a small item on his belt. Breaking a weapon or shield is easy, they will put it in your way.... but other stuff?

Additionally, a DM is supposed to determine if an attack would be ineffectual or not. I can't see a club doing a very good job of sundering a bag. Even a sword would be pretty poor. A spear might do the trick.

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I don't know why everyone seems so fixated on Int 6. I agree Int is pretty dumb, but only Hill Giants have an Int of 6 -- the rest of them are 10 or higher and nothing in the original post even mentioned Hill Giants in particular. 10 Int isn't stupid. If the PCs are using hit and run tactics, then its reasonable to conclude that they are somewhat known of and that the giants would plan for them. Thus I don't think the sundering tactic is out of line.

It is even more appropriate, as other board members have mentioned, if there is a smarter leader guiding the giants. Even if thats not the case, I don't think its to hard to believe that a bunch of Int 10 - 12 individuals came up with the idea given the chance over time to formulate a plan in case the pesky PCs came back -- especially if the PCs have come back several times.
 

Thanee said:
Weapons (even the short sword in your example, as it is the bigger weapon) are fair game (even, tho, I find the thought pretty ridiculous, that weapons can be sundered that easy, but that's another topic ;)).

Bye
Thanee

It is kind of insane that metal weapons made of magical materials are more fragile than the people who are holding these items.

I know that hit points are abstract but the practical effect of this mechanic is extremely counter-intuitive.
 

Votan said:
It is kind of insane that metal weapons made of magical materials are more fragile than the people who are holding these items.

Have you seen a short sword dive roll for cover or dodge a heavy-handed downswipe because it would really, really hurt?

Oh wait, heh I have (read: Int Scimitar with Dancing special ability lol).

But you're right with the abstract quality of HPs turning a lethal hit into something not-so-lethal to the character's continued survival. But I'm not so sure about the counter-intuitiveness of it, quite the contrary really.
 


Oh, I can assure you, we have a lot of fun, when we are gaming. :D

@Votan: Yeah, it's really hard to comprehend. Also, I'd assume, that, because the weapon is held in hand, it would rather fall to the ground, than shatter to pieces. I mean, there is not really any opposing force to counter the blow, which would be strong enough to hold such a hardened metal object (we are not talking bronze age weaponry here, right?) until it breaks.

Bye
Thanee
 

Liquidsabre said:
Have you seen a short sword dive roll for cover or dodge a heavy-handed downswipe because it would really, really hurt?

Yeah when someone is going to sunder my sword I actually turn the flat to the blow make sue the point and end have a lot of support so it snaps real easy like. To think that someone doesn't maneuver their equipment along with them to avoid damage seems bizare. Heck all carried and wielded objects should gain the wielders HP on top of there own sort of like how they gain there saves.
 


Derren said:
That is represented by the opposed attack roll.

Right.

Have one mechanic for a person, and a different mechanic for items that person is presumably trying to keep in one piece.

Simply accept that with D&D's hit point system, some very unrealistic stuff happens. Many of the problems with D&D have been fixed or pasted over, but the decision to keep this bit of backwards compatibility still breaks the game if you look too closely.

Sunder isn't the problem. Ever-increasing hit points for experienced creatures, and mechanics designed to oppose those ever increasing hit points (such as Power Attack) are the problem.

If you want a better simulation of reality, play GURPS.

--index
 

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