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THE SOLO QUESTER :: The Solo Quest :: QUESTIONS? :: BREAKING STUFF
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 BREAKING STUFF
« Thread Started on Feb 16, 2008, 1:49pm »

Ogre and Toribanks also asked about breaking the chest and how it works.

HARDNESS (page 165 in v3.5 player's handbook):
Each object has hardness--a number that represents how well it resists damage. Wheneveran object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points. I just put it in here for reference.

HIT POINTS (page 165 in the v3.5 player's handbook):
An object's hit point total depends on what it is made of and how big it is. When an object's hit points reach 0, it's ruined. Very large objects have separate hit point totals for different sections. For example, you can attack and ruin a wagon wheel without destorying the whole wagon. Also, for refenece if needed.

It also have a Break DC. You roll your normal attack roll and if passed, you roll your normal damage roll and subtract 5 and carry over the leftover points to the hit points of the thing.
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 Re: BREAKING STUFF
« Reply #1 on Mar 6, 2008, 1:04pm »

We may need a house rule or something. 3e does a terrible and clumsy job with this. To me, rolling 151957489167571 times when I have no chance to lose is pointless. I mean if after so many whacks I start losing XP for breaking it that's one thing, but the way I'd handle it in my game (I'm using 2e) is to either make the characters use an open door roll or have them make a ST check. If they pass then give the chest a Save. If the chest fails and the character passes you smash it. If busting chests is really easy it defeats having a rogue picking the lock. If you can't open it, then the DM should either plant a key to find on a wandering monster or something or allow the player to take it to a rogue at some point (or after the adventure) and have them pick it for a fee for you.
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 Re: BREAKING STUFF
« Reply #2 on Mar 6, 2008, 4:40pm »

In 3E, the idea is that Strong Characters can do more damage to objects, then weak Characters can.
They did not want it to simply be a die roll to break something, or not. Rather then making a more complex system, taking into account things like reinforced concrete, being harder to break then wood, they came up with the object hardness, pretty much a compromise between a simple save-or-break idea, and having a long list of materials, and modifiers to their saving throws based on how hard it is
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 Re: BREAKING STUFF
« Reply #3 on Aug 22, 2008, 4:16am »

If a person is banging around on a chest shouldn't there be a chance he may break any breakable items inside? This would give a good reason to let the thief pick the lock instead of having the big dude with the sword smash the chest. In 2e you would just have the stuff inside save vs crushing blow. In 3.x would you just apply some of the damage to the stuff inside also or perhaps use the break DC rule? ( eg potion vials and that sort of stuff. )
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 Re: BREAKING STUFF
« Reply #4 on Aug 22, 2008, 1:57pm »

Yeah, good point.
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