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Sunder Armor?
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<blockquote data-quote="Sonofapreacherman" data-source="post: 477038" data-attributes="member: 2315"><p>SeveredHead.</p><p></p><p>I don't understand your reference. A "bebilith"? Is this a monster? I couldn't find it in either Monster Manual I or II.</p><p></p><p>That aside, I wasn't really suggesting a "Sunder Armor" feat, as perhaps the title of this thread suggests. It's the action of sundering armor that interests me. Any suggestion I make along those lines is going to depart from the "core" rules no matter what I do. But if I let that stop me, then I'd never get any work done.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p><p></p><p>I agree with Caliban (as I already stated) that you can't really damage armor without also damaging the wearer. But I'm still looking for a simplistic game mechanic for tracking armor damage. What I have for armor Hardness and Hit Points, as per the "official" information Caliban provided, is this:</p><p></p><p>Light armor</p><p>Padded / Hardness: 0 / Hit Points: 5</p><p>Leather / Hardness: 5 / Hit Points: 10</p><p>Studded / Hardness: 5 / Hit Points: 15</p><p>Chain shirt / Hardness: 10 / Hit Points: 20</p><p></p><p>Medium armor</p><p>Hide / Hardness: 5 / Hit Points: 15</p><p>Scale / Hardness: 10 / Hit Points: 20</p><p>Chain / Hardness: 10 / Hit Points: 25</p><p>Breast plate / Hardness: 10 / Hit Points: 25</p><p></p><p>Heavy armor</p><p>Splint / Hardness: 10 / Hit Points: 30</p><p>Banded / Hardness: 10 / Hit Points: 30</p><p>Half-plate / Hardness: 10 / Hit Points: 35</p><p>Full plate / Hardness: 10 / Hit Points: 40</p><p></p><p>That will do nicely. It doesn't say much for padded armor, but so be it. Padded armor was never really made for serious combat anyway. So my next question is this... when should a successful attack that damages a target also damage the armor?</p><p></p><p>One possible answer is...</p><p></p><p>...always.</p><p></p><p>Meaning, when you hit a target, you must have somehow defeated their armor as well, so you damage that too.</p><p></p><p>This could be resolved by saying that if a chain shirt wearing target takes 8 points of damage, the armor takes no damage, falling short of the hardness rating that a chain shirt can sustain.</p><p></p><p>And if the chain shirt wearing target takes 12 point of damage, then the chain shirt takes 2 points of damage, barely exceeding the hardness rating. That chain shirt would therefore fall from 20 to 18 hit points.</p><p></p><p>I would even agree that if the chain shirt fell to 10 or less hit points, the chain shirt would become one-half as effective. Meaning, the armor bonus would downgrade from +4 to +2, until the chain shirt lost all its hit points (becoming completely useless) or was consequently repaired.</p><p></p><p>The cost for repairs could be resolved easily as well. A chain shirt costs 100 gold and has 20 hit points. Divide 100 gp by 20 hit points and you get 5 gp per hit point. Well, 5 gp seems kind of steep to me, so make it 5 silver pieces instead. That seems more reasonable.</p><p></p><p>I would even say that repair cost depends on the severity of damage as well. You could say that if a chain suit sustained less than half hit points in damage, 5 sp per hit point for repairs, but if the chain suit sustained one-half or more hit points in damage, then the repair cost would increase to 5 gp per hit point. Inflation x10.</p><p></p><p>That’s all I have for now. As always, let me know what you folks think.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 477038, member: 2315"] SeveredHead. I don't understand your reference. A "bebilith"? Is this a monster? I couldn't find it in either Monster Manual I or II. That aside, I wasn't really suggesting a "Sunder Armor" feat, as perhaps the title of this thread suggests. It's the action of sundering armor that interests me. Any suggestion I make along those lines is going to depart from the "core" rules no matter what I do. But if I let that stop me, then I'd never get any work done. :) I agree with Caliban (as I already stated) that you can't really damage armor without also damaging the wearer. But I'm still looking for a simplistic game mechanic for tracking armor damage. What I have for armor Hardness and Hit Points, as per the "official" information Caliban provided, is this: Light armor Padded / Hardness: 0 / Hit Points: 5 Leather / Hardness: 5 / Hit Points: 10 Studded / Hardness: 5 / Hit Points: 15 Chain shirt / Hardness: 10 / Hit Points: 20 Medium armor Hide / Hardness: 5 / Hit Points: 15 Scale / Hardness: 10 / Hit Points: 20 Chain / Hardness: 10 / Hit Points: 25 Breast plate / Hardness: 10 / Hit Points: 25 Heavy armor Splint / Hardness: 10 / Hit Points: 30 Banded / Hardness: 10 / Hit Points: 30 Half-plate / Hardness: 10 / Hit Points: 35 Full plate / Hardness: 10 / Hit Points: 40 That will do nicely. It doesn't say much for padded armor, but so be it. Padded armor was never really made for serious combat anyway. So my next question is this... when should a successful attack that damages a target also damage the armor? One possible answer is... ...always. Meaning, when you hit a target, you must have somehow defeated their armor as well, so you damage that too. This could be resolved by saying that if a chain shirt wearing target takes 8 points of damage, the armor takes no damage, falling short of the hardness rating that a chain shirt can sustain. And if the chain shirt wearing target takes 12 point of damage, then the chain shirt takes 2 points of damage, barely exceeding the hardness rating. That chain shirt would therefore fall from 20 to 18 hit points. I would even agree that if the chain shirt fell to 10 or less hit points, the chain shirt would become one-half as effective. Meaning, the armor bonus would downgrade from +4 to +2, until the chain shirt lost all its hit points (becoming completely useless) or was consequently repaired. The cost for repairs could be resolved easily as well. A chain shirt costs 100 gold and has 20 hit points. Divide 100 gp by 20 hit points and you get 5 gp per hit point. Well, 5 gp seems kind of steep to me, so make it 5 silver pieces instead. That seems more reasonable. I would even say that repair cost depends on the severity of damage as well. You could say that if a chain suit sustained less than half hit points in damage, 5 sp per hit point for repairs, but if the chain suit sustained one-half or more hit points in damage, then the repair cost would increase to 5 gp per hit point. Inflation x10. That’s all I have for now. As always, let me know what you folks think. [/QUOTE]
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