Damaging Objects (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Substance AC
Paper 5
Cloth 8
Rope or Clay Pot 11
Glass or Ice 13
Wood or Bone 15
Stone 18
Steel 21
Adamantine 23
Size Examples Fragile HP Sturdy HP
Tiny bottle or lock 2 (1d4) 5 (2d4)
Small chest or sword 3 (1d6) 10 (3d6)
Medium barrel or door 4 (1d8) 18 (4d8)
Large cart or boulder 5 (1d10) 27 (5d10)

A typical item has 15 AC and 10 HP.

Outside of encounters, damaging or breaking an object is resolved with a simple ability check—usually a Strength check.

During encounters and critical moments, it may be helpful to track how much damage an object can take or assign a more nuanced difficulty to the task. Sometimes spells or other effects create objects with specific statistics. While your narrator generally assigns an object hit points and AC if needed, this section offers deeper guidance.

Armor Class. While a creature's AC represents how difficult it is to hit in the first place, an object's AC is how difficult it is to break through its sturdy exterior. Anyone can swing an axe at a tree and effortlessly, but a solid hit will make much more progress in chopping through it. Objects made of harder stuff have higher AC. Examples appear in the adjacent table.

Hit Points. While a object has less than it's full it points, it is damaged. When an object's hit points drop to 0, it is destroyed. Larger objects have more hit points than small ones, but in some cases breaking a small part of the object is just as effective as breaking the whole thing. Examples appear in the adjacent table.

Damage Types. Objects are always immune to poison and psychic damage. Your narrator might add other damage immunities or Damage Resistance to an object, or decide it takes max damage from some sources. Something that's easy to smash like glass might take max bash damage, but a rope that's easier to cut or stab might have resistance to bash damage.

Structures. Normal weapons are typically of little use against most objects of greater size than Large, such as a colossal statue or a building. Such massive objects are called structures. Often only Artillery or Gargantuan creatures are capable of damaging structures. But there are exceptions—one mere torch can burn a Huge tapestry. For such objects it is best to break it down into smaller sections—such as 5-foot cubes, or the walls and pillars upholding a building. For a tree of any size, for example, cutting through might only be the same as a Large object with 15 AC.

Damage Threshold. Structures often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet the object's damage threshold is superficial and doesn't reduce the object's hit points. For example a castle wall with a damage threshold of 10 loses no hit points from an attack that deals 9 damage or less.

Damaged Armor. Armor is attire which provides an AC Bonus, and metal armor typically has 20 AC. While any armor is damaged, the AC bonus it provides is reduced to 1, if the AC bonus would otherwise be higher. As detailed under Sundering, it's typically difficult to damage worn attire but rust monsters and other effects can more easily damage them.

Repairing Objects. If an object is merely damaged and not destroyed, you can restore its hit points yourself over a phase, or pay for repairs during downtime trading. If the object is destroyed, restoring it instead takes an entire downtime activity—and can only be accomplished if you're proficient with the right artisan's tool.

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