Difference between revisions of "Attacking an Object"

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= Hardness =
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Objects have specific rules pertaining to them and specific resistances.
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== AC ==
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Objects are fairly easy to hit because they don't usually move.An object’s Armor Class is equal to 10 + its size modifier + its Dexterity modifier. An inanimate object has not only a Dexterity of 0, but also an additional -2 penalty to its AC. If you spend 6 AP the previous round to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.
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== Immunities ==
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Objects are immune to [[Nonlethal Damage]] and to [[Critical Hits]].
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The GM may also rule that many items are immune to damage from certain weapons. The [[Rapier]], as it is so flimsy, is not good for damaging much other than humans.
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== Vs. Ranged Weapons ==
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Objects take half damage from ranged weapons (unless they are something like a siege engine). The damage is halved before applying hardness.
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== Vs. Energy ==
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Acid and sonic attacks deal damage to the majority of objects normally. Electricity and fire attacks deal half damage to most objects; divide the damage dealt in half before applying the hardness. Cold attacks deal one-fourth damage to most objects; once again this is before applying the hardness.
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= Hardness & Hit Points =
  
 
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{| border = "1"

Revision as of 11:52, 17 June 2010

Objects have specific rules pertaining to them and specific resistances.

AC

Objects are fairly easy to hit because they don't usually move.An object’s Armor Class is equal to 10 + its size modifier + its Dexterity modifier. An inanimate object has not only a Dexterity of 0, but also an additional -2 penalty to its AC. If you spend 6 AP the previous round to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.

Immunities

Objects are immune to Nonlethal Damage and to Critical Hits.

The GM may also rule that many items are immune to damage from certain weapons. The Rapier, as it is so flimsy, is not good for damaging much other than humans.


Vs. Ranged Weapons

Objects take half damage from ranged weapons (unless they are something like a siege engine). The damage is halved before applying hardness.

Vs. Energy

Acid and sonic attacks deal damage to the majority of objects normally. Electricity and fire attacks deal half damage to most objects; divide the damage dealt in half before applying the hardness. Cold attacks deal one-fourth damage to most objects; once again this is before applying the hardness.


Hardness & Hit Points

Substance Hardness HP
Paper 0 2/inch of thickness
Cloth 2 2/inch of thickness
Rope 3-4 2/inch of thickness
Glass 3 1/inch of thickness
Ice 1 3/inch of thickness
Leather 8 5/inch of thickness
Wood 6-12 10/inch of thickness
Stone 14 15/inch of thickness
Iron or Steel 15-17 30/inch of thickness

Attacking a Shield

An opponent with a shield can be troublesome. However, the destruction of an enemy's shield can be fairly easy. This may not be attempted with any weapon that deals sublethal damage or that can be finessed - these are too light.

This cannot be done against cloth wraps or cloaks used as shields.

Whenever an opponent has at least 1 point of shield bonus to AC, and you are attacking with a melee weapon, you may choose to automatically fail your next attack roll (this must be declared before the attack is rolled) and attack their shield instead. This automatically hits, as they will be trying to block your weapon with their shield. You do full damage, negated as usual by the shield's hardness.

This applies only as long as the opponent is unaware of what you are doing. A (DC 18+your CA) sense motive check will reveal what you are doing. After this, you must attack the shield per normal rules, listed above, as if it were a weapon or other item held in the hand.

If the shield is destroyed by one of these attacks, it splinters in half and becomes useless, and you immediately deal half damage to the wielder. Unlike Armor, heavily damaged shields are just as functional as those which are brand new.