Plane Sailing
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As a result of a conversation over in the rules forum, I'm posting here the rules which I personally use for the destruction of items/magic items when faced with overwhelming damage.
I don't like the DMG method where a single item has to make a ST if the owner rolls a 1 on the saving throw. It doesn't mesh with the way that I used to play back in 1e, and my "dramatic sensibilities"
The basic principle I have is that items must make a save when they are threatened by "massive damage", in the same way that creatures are. A subsidiary principle is that different types of material are more or less vulnerable to certain energy forms.
How it works
If someone fails a ST against an energy attack, and the damage taken exceeds the massive damage threshold, then items have to make a Fort ST to survive or be destroyed.
The standard threshold is 50. If a material is particularly vulnerable, then the threshold is halved to 25. Some materials may be invulnerable to certain forms of damage.
I'll list the basics which I use by material, and then by elemental attack.
Weapons/Armour/Hard Metal
Vuln: acid
Normal: fire, cold, sonic
Immune: electricity
Jewellery/Soft Metal
Vuln: fire, electricity
Normal: acid, cold, sonic
Immune:
Glass/Crystal
Vuln: sonic
Normal: fire, cold
Immune: electricity, acid
Wood
Vuln: electricity, fire
Normal: cold, sonic, acid
Immune:
Cloth/leather
Vuln: fire, acid
Normal: cold, electricity
Immune: sonic
Fire
Vuln: soft metal, wood, cloth
Normal: hard metal, glass
Immune: - none -
Electricity
Vuln: soft metal, wood
Normal: cloth
Immune: glass/crystal, hard metal
Cold
Vuln: - none -
Normal: everything
Immune: - none -
Sonic
Vuln: glass/crystal
Normal: hard metal/soft metal/wood
Immune: cloth/leather
Acid
Vuln: hard metal
Normal: soft metal/wood/cloth
Immune: glass/crystal
===============
It would be easy to use a simplified system where you just look for a massive damage check when 50+ points of damage has been taken, if you think this is too complicated. There is a fairly good case for making all materials immune to cold damage, since it doesn't directly destroy the materials - it is just draining heat from them.
For my purposes, the issues of vulnerability and immunity came down to "common sense" decisions alongside the PHB descriptions of l-bolt, f-ball, shatter etc. I'd welcome opinions from others with greater knowledge of materials science !
One of the benefits of this system is that it only kicks in when really large amounts of damage are being dealt - so you can roll a 1 on your ST vs a 6 point burning hands and not worry that anything is going to be destroyed. On the other hand, it supports the MM text for the red dragon which says that it prefers not to breath on prey because it doesn't want to destroy the treasure... under the standard rules destroying any treasure is very unlikely indeed. Under these rules catching a big red dragon breath face-on and taking 100+ damage is no laughing matter.
- - Dedicated to all DM's who like to (occasionally) see PC's standing in charred rags.
p.s. I daresay some people might say that destroying treasure upsets the campaign balance - but that balance is entirely in the DM's hands after all. Maybe that dragon has an appropriate treasure horde to redress the balance
Cheers
I don't like the DMG method where a single item has to make a ST if the owner rolls a 1 on the saving throw. It doesn't mesh with the way that I used to play back in 1e, and my "dramatic sensibilities"

The basic principle I have is that items must make a save when they are threatened by "massive damage", in the same way that creatures are. A subsidiary principle is that different types of material are more or less vulnerable to certain energy forms.
How it works
If someone fails a ST against an energy attack, and the damage taken exceeds the massive damage threshold, then items have to make a Fort ST to survive or be destroyed.
The standard threshold is 50. If a material is particularly vulnerable, then the threshold is halved to 25. Some materials may be invulnerable to certain forms of damage.
I'll list the basics which I use by material, and then by elemental attack.
Weapons/Armour/Hard Metal
Vuln: acid
Normal: fire, cold, sonic
Immune: electricity
Jewellery/Soft Metal
Vuln: fire, electricity
Normal: acid, cold, sonic
Immune:
Glass/Crystal
Vuln: sonic
Normal: fire, cold
Immune: electricity, acid
Wood
Vuln: electricity, fire
Normal: cold, sonic, acid
Immune:
Cloth/leather
Vuln: fire, acid
Normal: cold, electricity
Immune: sonic
Fire
Vuln: soft metal, wood, cloth
Normal: hard metal, glass
Immune: - none -
Electricity
Vuln: soft metal, wood
Normal: cloth
Immune: glass/crystal, hard metal
Cold
Vuln: - none -
Normal: everything
Immune: - none -
Sonic
Vuln: glass/crystal
Normal: hard metal/soft metal/wood
Immune: cloth/leather
Acid
Vuln: hard metal
Normal: soft metal/wood/cloth
Immune: glass/crystal
===============
It would be easy to use a simplified system where you just look for a massive damage check when 50+ points of damage has been taken, if you think this is too complicated. There is a fairly good case for making all materials immune to cold damage, since it doesn't directly destroy the materials - it is just draining heat from them.
For my purposes, the issues of vulnerability and immunity came down to "common sense" decisions alongside the PHB descriptions of l-bolt, f-ball, shatter etc. I'd welcome opinions from others with greater knowledge of materials science !
One of the benefits of this system is that it only kicks in when really large amounts of damage are being dealt - so you can roll a 1 on your ST vs a 6 point burning hands and not worry that anything is going to be destroyed. On the other hand, it supports the MM text for the red dragon which says that it prefers not to breath on prey because it doesn't want to destroy the treasure... under the standard rules destroying any treasure is very unlikely indeed. Under these rules catching a big red dragon breath face-on and taking 100+ damage is no laughing matter.
- - Dedicated to all DM's who like to (occasionally) see PC's standing in charred rags.
p.s. I daresay some people might say that destroying treasure upsets the campaign balance - but that balance is entirely in the DM's hands after all. Maybe that dragon has an appropriate treasure horde to redress the balance

Cheers