Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
spearing a ship until it sinks
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dausuul" data-source="post: 5423947" data-attributes="member: 58197"><p>Or, more likely, the DM institutes a house rule along the lines of, "No, you can't tunnel through stone and knock down walls with a sword. Deal with it."</p><p></p><p>I think my approach would be to have two opposing attributes: Hardness and shatter. To damage an object, you need to attack it with something whose shatter value equals or exceeds the object's hardness. If you do, you deal full damage and can break the object if you hit it enough. Otherwise, your implement is simply not up to the job.</p><p></p><p>A "destructible" object would have hardness 0; you can break it with anything. Solid wood might have hardness 1, stone would have hardness 2, iron would have hardness 3, and adamantine would have hardness 4. On the other side of the ledger, most weapons and spells would have shatter 0. Axes, maces, fire, and maybe thunder have shatter 1. For shatter 2+, you mostly need acid, siege engines, mining gear, or disintegrate-type magic.</p><p></p><p>I think this would be easier to remember than 3E-style hardness, and would address the problem of increasing PC damage output, while at the same time providing a concise way of saying, "This magic item/spell/whatever is extra good at breaking stuff."</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5423947, member: 58197"] Or, more likely, the DM institutes a house rule along the lines of, "No, you can't tunnel through stone and knock down walls with a sword. Deal with it." I think my approach would be to have two opposing attributes: Hardness and shatter. To damage an object, you need to attack it with something whose shatter value equals or exceeds the object's hardness. If you do, you deal full damage and can break the object if you hit it enough. Otherwise, your implement is simply not up to the job. A "destructible" object would have hardness 0; you can break it with anything. Solid wood might have hardness 1, stone would have hardness 2, iron would have hardness 3, and adamantine would have hardness 4. On the other side of the ledger, most weapons and spells would have shatter 0. Axes, maces, fire, and maybe thunder have shatter 1. For shatter 2+, you mostly need acid, siege engines, mining gear, or disintegrate-type magic. I think this would be easier to remember than 3E-style hardness, and would address the problem of increasing PC damage output, while at the same time providing a concise way of saying, "This magic item/spell/whatever is extra good at breaking stuff." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
spearing a ship until it sinks
Top