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===Durability=== | ===Durability=== | ||
An object's "Durability" number is the number of | An object's "Durability" number is the number of points of Durability Damage required to inflict the Broken condition. | ||
Note that, in many cases, the durability for some structures is so high that it will take hours of Sunder attempts to break it, or even days. This is realistic, especially in terms of sieges on castles, or tunneling through the earth. Such activities take a long time. GM's are encouraged to allow players to 'take 10' on such rolls, and abstract the time it takes. Or perhaps have a montage. | Note that, in many cases, the durability for some structures is so high that it will take hours of Sunder attempts to break it, or even days. This is realistic, especially in terms of sieges on castles, or tunneling through the earth. Such activities take a long time. GM's are encouraged to allow players to 'take 10' on such rolls, and abstract the time it takes. Or perhaps have a montage. |
Revision as of 23:02, 11 November 2016
Epic Path \ Combat Maneuvers \ Broken condition \ Siege Weapons \ Vehicle Combat \ Breaking Objects
Breaking Objects and Attacking Structures
Epic Path replaces the old notion that objects have a hardness and hit points which must be overcome to destroy them. Instead, destroying objects and structures utilizes the Sunder combat maneuver, with some caveats. First, objects have a target DC based on their general material hardness. Second, tougher objects and structures require more than one successful Sunder check to inflict the Broken condition.
This page provides a listing of objects and their Sunder DC's and Durability. However, be aware that Sunder checks made against objects being worn or wielded (i.e. attended objects) always have a target of the wearer's CMD, and require only 1 success to inflict the Broken condition.
- A note on "Broken" things
There is no technical difference between "Broken" and "Destroyed". This is largely for simplicity's sake, but also because actually destroying a player-character's prized holy sword is just a cruel, horrible thing to do. Such actions should typically be reserved for major plot points, rather than a lucky die roll by a some random slime monster. However, the idea that equipment can be attacked and broken is interesting. It's a debilitating status condition that takes a fair investment in time to repair, and cannot be repaired at all during combat. Furthermore, it's a debuff that stacks with other debuffs. In order to prevent this from spiraling out of control, with every monster opening with a volley of sunder attacks to loosen up the party, we made the broken condition fairly tame. It's basically a -2 to appropriate things, depending on what gets broken. It's much worse for magic items that aren't weapons, armor or shields, however. When they're broken, they stop providing any benefit until fixed. This was also a strategic decision -- it forces players to spread their best magic around, and use the many body slots available to them, instead of piling everything into one or two really powerful objects. While powerful objects can be really cool, it's just one basket for your eggs, if you know what I mean. Monsters love eggs.
Note that complex objects, such as vehicles and siege weapons also take a cumulative -2 penalty on most actions for each successful Sunder check until the vehicle or siege engine becomes Broken. Once broken, the vehicle or siege engine stops working. For the Sunder DC and Durability of Siege Engines, see the Siege Weapons page. For the Sunder DC and Durability of Vehicles, see the Vehicles page.
Sunder DC
This is the target DC of any Sunder combat maneuver check made against the listed object. Note that, unless a weapon has the Sunder weapon quality, it cannot be used to make Sunder attempts against anything metal or stone. GM's may allow exceptions to this, but generally you wouldn't want to repeatedly bang your beautiful +9 Glitterdoom Shortsword of Spasmodic Awesomeness into a stone block anyway. While you technically can't break your sword this way, you'll also never break that rock. Just get yourself a nice heavy pick, buddy, and maybe a dwarf to go with it, and have at.
Durability
An object's "Durability" number is the number of points of Durability Damage required to inflict the Broken condition.
Note that, in many cases, the durability for some structures is so high that it will take hours of Sunder attempts to break it, or even days. This is realistic, especially in terms of sieges on castles, or tunneling through the earth. Such activities take a long time. GM's are encouraged to allow players to 'take 10' on such rolls, and abstract the time it takes. Or perhaps have a montage.
Dweomermetals and Special Materials
Objects made of special materials can receive a bonus or penalty to their normal Sunder DC. Refer to the Special Materials table, if the object is made of a dweomermetal or specific type of special material.
Object Size
A normal door for a castle designed for sized-medium creatures is probably around 2 inches thick. However, that same door, designed for a castle meant for sized-large creatures might be 6 inches thick. To the sized-large creature, it's an adequate door, but hardly anything special. To a medium creature trying to smash that door, however, it's remarkably resistant against their tiny little axe.
The structures listed below assume the objects described were designed for sized-medium creatures. If they were designed for different sized creatures, refer to the Size Modifiers table to adjust the Sunder DC and Broken At values appropriately.
Objects
A broken object is fairly self-explanatory -- it's broken and no longer does what it was designed to do. In the case of a chest, it is destroyed enough to allow its contents to be removed.
Object | Sunder DC | Durability | Notes |
---|---|---|---|
Rope (1" thick) | 10 | 1 success | |
Wooden Crate/Barrel/Chest | 15 | 2 successes | |
Reinforced Chest | 22 | 4 successes | requires 'Sunder' weapon |
Steel Chest | 25 | 8 successes | requires 'Sunder' weapon |
Chain | 25 | 4 successes | requires 'Sunder' weapon |
Manacles | 25 | 3 successes | requires 'Sunder' weapon |
Masterwork Manacles | 30 | 4 successes | requires 'Sunder' weapon |
Iron Bar (1" thick) | 30 | 4 successes | requires 'Sunder' weapon |
Block of Stone (1' cube) | 25 | 10 successes | requires 'Sunder' weapon |
Standard Furniture | 15 | 2 successes | |
Sturdy Furniture | 22 | 4 successes | |
Bottle/Mug/Pitcher | 10 | 1 success |
Doors/Windows
A broken door or window is broken enough to allow a character to pass through its shattered remains. The size of this hole through the door or window is equal to the size of the character who broke it (in small-creature, medium-creature, large-creature terms, not 'perfect cutout of the character who did it' terms. You watch too many cartoons.)
Object | Sunder DC | Durability | Notes |
---|---|---|---|
Basic Wood Door | 20 | 4 successes | |
Sturdy Wood Door | 25 | 5 successes | |
Reinforced Wood Door | 30 | 8 successes | |
Iron-Bound Wood Door | 35 | 8 successes | requires 'Sunder' weapon |
Cage Door (Iron) | 40 | 8 successes | requires 'Sunder' weapon |
Portcullis (Iron) | 45 | 10 successes | requires 'Sunder' weapon |
Heavy Portcullis (Iron) | 50 | 20 successes | requires 'Sunder' weapon |
Solid Iron Door | 45 | 15 successes | requires 'Sunder' weapon |
Reinforced Solid Iron Door | 55 | 20 successes | requires 'Sunder' weapon |
Crude Glass Window | 12 | 2 successes | |
Plate Glass Window | 30 | 4 successes | |
Barred Window | 40 | 8 successes | requires 'Sunder' weapon |
Shutters | As door (see above), but 2 successes easier |
Walls
Like doors, broken walls can be passed through by the creature who broke it in the first place, or any other creature of the same size. The walls listed below provide the Sunder DC and Durability per 5 feet of thickness. Walls which are thicker than 5 feet are basically just like having a second 5-foot thick wall directly behind the first. They have the same Sunder DC, but another set of Durability successes equal to the first 5 feet. A way to think of this is that the first 5 feet crumble away revealing even more wall.
Siege weapons which deal damage to an area of effect that successfully break one of the listed walls smash a portion of the wall equal to this area of effect, though only 5 feet into the thickness of the wall.
If a wall is supposed to be thinner than 5 feet thick, such as an interior or residential wall, the Sunder DC is unchanged, but reduce the number of successes necessary by 1/5 per foot less than 5.
Object | Sunder DC | Durability | Notes |
---|---|---|---|
Rammed Earth Wall | 15 | 30 successes | |
Daub and Wattle Wall | 18 | 30 successes | |
Plaster and Lath Wall | 22 | 30 successes | |
Beam and Post Wall | 25 | 30 successes | |
Palisade Wall | 30 | 40 successes | |
Mud Brick Wall | 35 | 25 successes | |
Brick Wall | 40 | 30 successes | requires 'Sunder' weapon |
Rough Stone Wall | 45 | 50 successes | requires 'Sunder' weapon |
Cut Stone Wall - Residential | 50 | 50 successes | requires 'Sunder' weapon |
Heavy Cut Stone Wall | 55 | 50 successes | requires 'Sunder' weapon |
Military Cut Stone Wall | 60 | 75 successes | requires 'Sunder' weapon |
Castle Curtain Wall | 65 | 75 successes | requires 'Sunder' weapon |
-- With Buttresses | +5 | +5 successes | requires 'Sunder' weapon |
-- With Ramparts | +10 | +20 successes | requires 'Sunder' weapon |
Natural Stone | 50 | 200 successes | requires 'Sunder' weapon |
Iron Wall | 65 | 80 successes | requires 'Sunder' weapon |
Reinforced Iron Wall | 75 | 100 successes | requires 'Sunder' weapon |
Iron Curtain Wall | 85 | 175 successes | requires 'Sunder' weapon |
-- With Buttresses | +5 | +5 successes | requires 'Sunder' weapon |
-- With Ramparts | +10 | +20 successes | requires 'Sunder' weapon |
Force Wall | 100 | 1 success |
Roofs
Roofs are rarely as thick as walls, but are often supported much better than walls. As a result, they can have fairly high Sunder DC's given their materials, but tend to have a lower Durability.
Object | Sunder DC | Durability | Notes |
---|---|---|---|
Thatch | 15 | 2 successes | |
Cedar Shakes | 25 | 5 successes | |
Pitch and Gravel | 30 | 5 successes | |
Tile | 33 | 7 successes | |
Flagstone | 35 | 8 successes | requires 'Sunder' weapon |
Metal-Sheathed (Copper) | 40 | 10 successes | requires 'Sunder' weapon |
Metal-Sheathed (Other) | 40 | 10 successes | requires 'Sunder' weapon; adjust per Special Materials table. |
Floor/Ground
This table describes how hard it would be to essentially destroy the ground in a 5-foot cubic area, based on the type of ground in question. This can be useful if, for example, digging a grave, or attempting to tunnel under a wall. Some characters also have special abilities which let them attack the ground, for varying effects. Also useful if you really want your Epic Path game to feel more like Minecraft.
Object | Sunder DC | Durability | Notes |
---|---|---|---|
Sand | 15 | 25 successes | |
Dirt | 17 | 25 successes | |
Rocks and Dirt | 20 | 30 successes | |
Loose Rocks/Scree | 35 | 25 successes | requires 'Sunder' weapon |
Stone | 50 | 200 successes | requires 'Sunder' weapon |
Ice | 45 | 2 successes | |
Muddy | 20 | 20 successes | |
Packed Dirt Road | 35 | 40 successes | |
Cobblestone Road | 40 | 40 successes | requires 'Sunder' weapon |
Stone-Paved Road/Stone Tiles | 40 | 30 successes | requires 'Sunder' weapon |
Wooden Planks | 25 | 10 successes | per 1/2-foot of thickness. |
Untreated Logs | 30 | 50 successes | |
Clay/Ceramic Tile Flooring | 33 | 25 successes |
Special Materials
Object | Sunder DC Modifier | Durability Modifier | Notes |
---|---|---|---|
Adamantine | +5 | +5 | Solid metal objects only |
Ambergold | - | - | Inlaid on any object |
Argent | - | - | Inlaid on any object |
Basalt (Stone) | +2 | +5 | Solid stone objects only |
Bloodgold | - | - | Inlaid on any object |
Bloodsilver | - | - | Inlaid on any object |
Cold Iron | - | - | Solid metal objects only |
Cuprium-Infused | +5 | +5 | Solid wood objects only |
Dolemetal | +10 | +10 | Solid metal objects only |
Dural (Stone) | +5 | +10 | Solid stone objects only |
Glassteel | +10 | +20 | Glass (and glass-like) objects only |
Gold | -15 | -15 | Solid metal objects only |
Gold-Inlaid | - | - | Inlaid on any object |
Ironwood | * | * | Solid wood objects only; hardness and durability as iron |
Mithral | - | -20 | Solid metal objects only |
Mithral | - | - | Inlaid on any object |
Olivine (Stone) | +5 | +5 | Solid stone objects only |
Paramount Alloy | +30 | +50 | Solid metal objects only |
Peacemetal | -5 | -30 | Solid metal objects only |
Puremetal | -2 | -25 | Solid metal objects only |
Siegestone (Stone) | +4 | +7 | Solid stone objects only; anti-magic |
Silver | - | -20 | Solid metal objects only |
Silver Inlaid | - | - | Inlaid on any object |
Truemetal | +20 | +30 | Solid metal objects only |
If a structure, such as a door, is reinforced with one of the above materials, assuming it is a material that can be used for reinforcing (typically solid metal), the reinforced structure gains half the bonuses listed in the above table for the special material added, to it's base hardness and durability.
Size Modifiers
Object | Sunder DC Modifier | Durability Modifier |
---|---|---|
Small or Smaller | - | -2 successes |
Medium | - | - |
Large | +5 | +5 successes |
Huge | +10 | +10 successes |
Gargantuan | +15 | +20 successes |
Colossal | +20 | +50 successes |
Titanic | +30 | +100 successes |