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Rules for Sunder
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<blockquote data-quote="Unwise" data-source="post: 6535141" data-attributes="member: 98008"><p>It looks OK, but any rule that takes up that much space to explain is not a good 5e rule.</p><p></p><p>Firstly, I would not let people use Dex for this. It is the domain of the strong guys. The duelist with the rapier might disarm folks, but he is not smashing a shield.</p><p></p><p>Secondly, I would just say that you succeed at sundering the other item unless it is magical or vastly better in construction. </p><p></p><p>What is the save DC for? Who or what is rolling against it? If you want a roll against it, then I guess just roll a d20 and add +2/4/6/8 to reflect how well the item is made.</p><p></p><p>I don't see the point of using HP to dictate a weapons quality. That means a rogue with sneak attack and a dagger is more likely to break something than a brute with a maul. Damage is not that great an indication of raw impact.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6535141, member: 98008"] It looks OK, but any rule that takes up that much space to explain is not a good 5e rule. Firstly, I would not let people use Dex for this. It is the domain of the strong guys. The duelist with the rapier might disarm folks, but he is not smashing a shield. Secondly, I would just say that you succeed at sundering the other item unless it is magical or vastly better in construction. What is the save DC for? Who or what is rolling against it? If you want a roll against it, then I guess just roll a d20 and add +2/4/6/8 to reflect how well the item is made. I don't see the point of using HP to dictate a weapons quality. That means a rogue with sneak attack and a dagger is more likely to break something than a brute with a maul. Damage is not that great an indication of raw impact. [/QUOTE]
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