Damaging Objects (PSR Supplement)
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Hit Points & Damage |
Rest Environment Peculiar Traits |
|
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.