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*Pathfinder & Starfinder
Sundering Too Easy
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<blockquote data-quote="Celebrim" data-source="post: 2260961" data-attributes="member: 4937"><p>I agree that sunder can be very problimatic for a DM, but fortunately no players I've had in 3rd edition have yet realized just how problimatic. Part of that is that most of the dangerous monsters don't use weapons. Another part of that is that admantium weapons don't just grow on trees in my campaigns. </p><p></p><p>If it started becoming a problem, I think I would do the following:</p><p></p><p>1) Make sure the bad guys had backup melee weapons - if only daggers and such.</p><p>2) If the PC's start gaining access to adamantium weapons, make sure that thier peer level foes do to.</p><p>3) I already have a couple homebrew feats that limit the effectiveness of sunder, and peer level NPC's would likely have one or more such feats.</p><p>4) Last resort, change the rules such that adamantium ignored a lesser ammount of an objects hardness.</p><p></p><p>I'm very open about destroying party treasure, having grown up under 1st edition rules where a failed saving throw vs. dragon breath would slag or incinerate half of what you owned (but it was ok because a failed saving throw vs. dragon breath likely meant you were dead anyway). I certainly would not suggest making the DC's for saving throws for items to be as high in 1st edition, because the PC's saving throws are easier now as well, but I wouldn't mind experimenting with a more brutal system in 3rd edition. Exactly how it would work, I'm not sure, but I do feel that the current system makes equipment maybe too durable.</p><p></p><p>Maybe make every exposed item make the PC's saving throw or else take damage equal to the attack. </p><p></p><p>The current system makes item destruction so rare that PC's feel like you are out to get them whenever they lose an item rather than feeling as if they've lost some disposable resource. Unique treasures (especially those that are plot devices) can and should be pretty well be preemptively protected by the DM at creation time with properties like enhanced saves, enhanced hardness, immunity to certain forms of attack, enhanced hit points and such as needed. The other stuff should have no more sentimental attachment than a potion IMO. Many high level campaigns I've known that don't use harsh item destruction rules end up with huge stockpiles of low level magical treasure anyway. It's not like there isn't more where it came from.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2260961, member: 4937"] I agree that sunder can be very problimatic for a DM, but fortunately no players I've had in 3rd edition have yet realized just how problimatic. Part of that is that most of the dangerous monsters don't use weapons. Another part of that is that admantium weapons don't just grow on trees in my campaigns. If it started becoming a problem, I think I would do the following: 1) Make sure the bad guys had backup melee weapons - if only daggers and such. 2) If the PC's start gaining access to adamantium weapons, make sure that thier peer level foes do to. 3) I already have a couple homebrew feats that limit the effectiveness of sunder, and peer level NPC's would likely have one or more such feats. 4) Last resort, change the rules such that adamantium ignored a lesser ammount of an objects hardness. I'm very open about destroying party treasure, having grown up under 1st edition rules where a failed saving throw vs. dragon breath would slag or incinerate half of what you owned (but it was ok because a failed saving throw vs. dragon breath likely meant you were dead anyway). I certainly would not suggest making the DC's for saving throws for items to be as high in 1st edition, because the PC's saving throws are easier now as well, but I wouldn't mind experimenting with a more brutal system in 3rd edition. Exactly how it would work, I'm not sure, but I do feel that the current system makes equipment maybe too durable. Maybe make every exposed item make the PC's saving throw or else take damage equal to the attack. The current system makes item destruction so rare that PC's feel like you are out to get them whenever they lose an item rather than feeling as if they've lost some disposable resource. Unique treasures (especially those that are plot devices) can and should be pretty well be preemptively protected by the DM at creation time with properties like enhanced saves, enhanced hardness, immunity to certain forms of attack, enhanced hit points and such as needed. The other stuff should have no more sentimental attachment than a potion IMO. Many high level campaigns I've known that don't use harsh item destruction rules end up with huge stockpiles of low level magical treasure anyway. It's not like there isn't more where it came from. [/QUOTE]
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