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Just how easily does adamantine slice?
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<blockquote data-quote="Pax" data-source="post: 1411845" data-attributes="member: 6875"><p>Nope. Figure that most prosperous Dwarven mining communities probably spring for Adamantine minign tools. ^_^</p><p></p><p> One thing to consider: that will only breach a single 5x5 area of the wall. To make a true "door-sized hole", would take twice as long - they'd have to breach TWO such areas, one atop the other. If they want to ride a HORSE through it, it jumps to THREE (if they want the horse to have to squeeze), or SIX (if not).</p><p></p><p> And that's for only a half-foot thick wall. Other than interior walls in economically-lesser buildings (i.e., NOT the Royal Vault!), 6" is a <strong>VERY</strong> thin wall by medieval standards. Assuming stone construction, foot-thick courses of stone would be more likely for anything over one story high ... plus maybe 6" for every additional story above the wall in question.</p><p></p><p></p><p> 1,300gp ... <em>HArdening</em>. DLCS pegs it as a 6th level spell, with 100gp of material components. Adds half the caster level to the target object's hardness ... with a duration of <em>instantaneous</em>, so there's no dispelling the effect, either. Hardening at Caster LEvel 20 is worth +10 hardness. I assume it doesn't stack with itself, of course. But a properly-Hardened Iron Cage would be hardness 20, and no more "hot knife through butter" effect.</p><p></p><p></p><p> Again, hardening on the door. Or better, if you're spending THAT kind of money on the lock -- get an adamantine door! And <strong>THEN</strong> ... pop it with a Hardening spell! Hardness <strong>30</strong>, boys ... read 'em and <em>weep</em>!</p><p></p><p> As for going through the wall -- in the real world, that <strong>is</strong> often a mistake made by building designers and security planners. People DO often over-protect the door, while neglacting the wall <strong>around</strong> that door.</p><p></p><p> Still, driving adamantine rods 5-10 feet into the wall, and mounting the adamantine doorframe and adamantine door <strong>directly to those rods</strong>, solves THAT problem. *hack, slice, CLANG ...* ... "Uh, guys, the're bar in this wall that I can't cut through" ...</p><p></p><p> Heh.</p><p></p><p></p><p> That's oneof hte reasons I always plan my maps in 3D. IF you lop out too many walls and other supports, the floor above is QUITE likely to come down on your head! OR, possibly worse, when you get TO that floor, it's likely to fall out from under your feet, and bring down the floor(s) <strong>above</strong>, onto your head ANYway.</p><p></p><p> And as has already been noted, there IS always the noise factor.</p><p></p><p> Personally, IMC, I plan on having Adamantine <strong>ignore half of an object's hardness</strong>, for items of up to hardness 20 - and subtract 10 hardness, for items of hardness 21+. LEss useful against those walls and doors, a bit more useful when you just HAVE to smash the BBEG's adamantine sword ...</p></blockquote><p></p>
[QUOTE="Pax, post: 1411845, member: 6875"] Nope. Figure that most prosperous Dwarven mining communities probably spring for Adamantine minign tools. ^_^ One thing to consider: that will only breach a single 5x5 area of the wall. To make a true "door-sized hole", would take twice as long - they'd have to breach TWO such areas, one atop the other. If they want to ride a HORSE through it, it jumps to THREE (if they want the horse to have to squeeze), or SIX (if not). And that's for only a half-foot thick wall. Other than interior walls in economically-lesser buildings (i.e., NOT the Royal Vault!), 6" is a [b]VERY[/b] thin wall by medieval standards. Assuming stone construction, foot-thick courses of stone would be more likely for anything over one story high ... plus maybe 6" for every additional story above the wall in question. 1,300gp ... [i]HArdening[/i]. DLCS pegs it as a 6th level spell, with 100gp of material components. Adds half the caster level to the target object's hardness ... with a duration of [i]instantaneous[/i], so there's no dispelling the effect, either. Hardening at Caster LEvel 20 is worth +10 hardness. I assume it doesn't stack with itself, of course. But a properly-Hardened Iron Cage would be hardness 20, and no more "hot knife through butter" effect. Again, hardening on the door. Or better, if you're spending THAT kind of money on the lock -- get an adamantine door! And [b]THEN[/b] ... pop it with a Hardening spell! Hardness [b]30[/b], boys ... read 'em and [i]weep[/i]! As for going through the wall -- in the real world, that [b]is[/b] often a mistake made by building designers and security planners. People DO often over-protect the door, while neglacting the wall [b]around[/b] that door. Still, driving adamantine rods 5-10 feet into the wall, and mounting the adamantine doorframe and adamantine door [b]directly to those rods[/b], solves THAT problem. *hack, slice, CLANG ...* ... "Uh, guys, the're bar in this wall that I can't cut through" ... Heh. That's oneof hte reasons I always plan my maps in 3D. IF you lop out too many walls and other supports, the floor above is QUITE likely to come down on your head! OR, possibly worse, when you get TO that floor, it's likely to fall out from under your feet, and bring down the floor(s) [b]above[/b], onto your head ANYway. And as has already been noted, there IS always the noise factor. Personally, IMC, I plan on having Adamantine [b]ignore half of an object's hardness[/b], for items of up to hardness 20 - and subtract 10 hardness, for items of hardness 21+. LEss useful against those walls and doors, a bit more useful when you just HAVE to smash the BBEG's adamantine sword ... [/QUOTE]
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