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Tougher than adamantine
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<blockquote data-quote="DanMcS" data-source="post: 1731661" data-attributes="member: 6530"><p>It's not an abuse. You're trying to make something interesting happen. It is in no way wrong to create something that makes that thing doable.</p><p></p><p>Besides, how would your players know the thing's hardness and hps? If they want to attack it, let them, and then tell them that it looks like they might have scratched the black metal door in front of them, but probably not, and by the way, you did more damage than your sword's hardness against something harder than your sword, so take some hps off of it, too.</p><p></p><p>Besides, you're going about this the wrong way, really. If your problem is you can't keep them from power-attacking through doors, then giving the door a few more hardness/hps isn't going to stave this off for long, because a few points of BAB or a Bull's Strength later and they're going right through it again.</p><p></p><p>If you don't want players to get through a door, don't put a door there. This is a fundamental guideline for dungeon design, because there's nothing players love more than getting through that door. If they can't get through it, they'll move heaven and earth to find a way.</p><p></p><p>Fill your dungeon with a magically thick fog that limits people to a 5' step per round, and provides 50% concealment within 5', 100% any farther. Blast a magical wind down a narrow tunnel- there's no door, but if they don't know the password to pause the wind for a couple rounds, then they're making climb checks at a hefty penalty to crawl up the tunnel past the wind.</p><p></p><p>Set the adventure on a series of small islands in a swamp. There are no doors, just 15' of black, murky water surrounding the islands and narrow bridges or fallen logs to the next island.</p><p></p><p>Beyond a certain point, doors and even walls just don't hamper players like they used to. In our game saturday, our group landed on the roof of a stronghold and rather than battering our way in the front door, shattered one of the big ceiling stones and jumped through it. The party average is 4th level.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1731661, member: 6530"] It's not an abuse. You're trying to make something interesting happen. It is in no way wrong to create something that makes that thing doable. Besides, how would your players know the thing's hardness and hps? If they want to attack it, let them, and then tell them that it looks like they might have scratched the black metal door in front of them, but probably not, and by the way, you did more damage than your sword's hardness against something harder than your sword, so take some hps off of it, too. Besides, you're going about this the wrong way, really. If your problem is you can't keep them from power-attacking through doors, then giving the door a few more hardness/hps isn't going to stave this off for long, because a few points of BAB or a Bull's Strength later and they're going right through it again. If you don't want players to get through a door, don't put a door there. This is a fundamental guideline for dungeon design, because there's nothing players love more than getting through that door. If they can't get through it, they'll move heaven and earth to find a way. Fill your dungeon with a magically thick fog that limits people to a 5' step per round, and provides 50% concealment within 5', 100% any farther. Blast a magical wind down a narrow tunnel- there's no door, but if they don't know the password to pause the wind for a couple rounds, then they're making climb checks at a hefty penalty to crawl up the tunnel past the wind. Set the adventure on a series of small islands in a swamp. There are no doors, just 15' of black, murky water surrounding the islands and narrow bridges or fallen logs to the next island. Beyond a certain point, doors and even walls just don't hamper players like they used to. In our game saturday, our group landed on the roof of a stronghold and rather than battering our way in the front door, shattered one of the big ceiling stones and jumped through it. The party average is 4th level. [/QUOTE]
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