Merlin the Tuna said:Wait a minute. Say it's a 2ft by 2ft pillar -- 4 square feet. The HP values are for a 10ft by 10 ft section -- 100 square feet. So we've got one twenty-fifth of the described amount, giving us 250/25 = 10 HP. Is this just a case of giving us a totally unhelpful standard measurement in the table?
Bingo. I comboed the pillar and tree entries into the wall tables for ease of reading, The notes 1, 2 and 3 only apply to walls.Ahglock said:I kind of assume the 1 note for 10'by10' wall is for objects whose size is not defined in the description. I don't think there is such a thing as a 10' wide slender pillar.
Hence this thead.IceFractal said:Likewise, I'd like more destructable terrain. I once tried calculating how deep a crater fireballs and other destructive spells would be causing - a few inches deep, at most. Worried about that off-target lightning bolt bringing down the cavern? Don't be, it barely puts a scratch on stone, or even wood. Not very exciting.
magical hardening in 3E double hardness and doubles HP. If 4E walls have 1/2 the HP of a 3E wall, then magical hardening might instead quadruple the walls HP.There is one factor though - the huge disparity between in-combat time and out of combat time. In combat, a wall would have to breakable in three rounds or less to have any chance of a dramatic effect. Out of combat, that means you can smash through three walls per minute!
So I think you pretty much have to make a choice:
* Dramatic fights, and either make your dungeons out of force walls or have them tunnelled through in minutes.
3 ideas* Terrain is moot in combat, but walls are an actual impediment to motion.
The 4e DM just needs to make all those walls into load-bearing walls and place an NPC engineer with the party. "Don't break through that one! The whole place will come crashing down! We better go find the red key, instead."Aloïsius said:I think not. If the PC are able to destroy the wall, it will rob the DM of his power to nose-lead them through the tunnels and corridors of the Dungeon. So, no sunder, no breakable wall. Look for the red key to open the red door, then, look for the blue key.
* the above post is an exorcism*

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.