I don't have a problem with lvl10 dudes... but a level 6 barbarian who breaks a ****ing Castle wall in a matter of seconds... Argh.Darkness said:Daaamn...
And some people were afraid of level 16 monks using ki strike (adamantine) to punch through walls.
But it seems that, at these levels, you're expected to be able to go through many walls. (Not to forget... Level 9 wizard: teleport. Even though it's been nerfed. And there's other stuff as well.)
DMScott said:As for walls, the weakest 1' thick wall in the DMG has hardness 8 and 90 HP per 10' by 10' section. So you need to do 98 damage to get through in one round.
That's 98 points in one hit. Hardness applies on a per hit basis, not per round. So, let's say we have a 5th level barbarian with Str 18, power attack, rage (total Str 22) and a +1 greataxe. Since the wall has no AC to speak of, we can ignore the actual hitting part and just channel everything into power attack. The base damage is 1d12+10, or 1d12+20 when power attacking as much as possible. Removing the hardness of 8, that's still 1d12+12 or an average of 18.5 per hit. It will take him 5 rounds to get through the wall.DMScott said:As for walls, the weakest 1' thick wall in the DMG has hardness 8 and 90 HP per 10' by 10' section. So you need to do 98 damage to get through in one round.
Staffan said:That's 98 points in one hit. Hardness applies on a per hit basis, not per round. So, let's say we have a 5th level barbarian with Str 18, power attack, rage (total Str 22) and a +1 greataxe. Since the wall has no AC to speak of, we can ignore the actual hitting part and just channel everything into power attack. The base damage is 1d12+10, or 1d12+20 when power attacking as much as possible. Removing the hardness of 8, that's still 1d12+12 or an average of 18.5 per hit. It will take him 5 rounds to get through the wall.

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