| Post/Author/DateTime | Post |
|---|---|
| ffaat01-13-07, 12:01 PM | I've read the section in the players handbook, but am still confused (as a newbie DM) on how to handle the folowing types of situations. Pointers would be helpful... 1) an encounter with either an animated object, i.e. an animated fireplace poker that attacks players when approached. 2) an encounter with a construct, i.e. an animated statue/golem. 3) attemped destruction of inaninmate objects, i.e. smashing a chest open. Also, for all three of these, how is character weapon damage handled? Thanks. -Rob A> |
| RavenDrake01-13-07, 01:04 PM | It varies somewhat based on whether or not the subjects are creatures and what specific abilitys they have, but in short: 1. Animated objects have stats based on size(see MM for details). They also get special qualities based on thier shape. Animated objects are also one of the only "creatures" who benefit from Hardness rather than having Damage reduction(more on hardness later). They have the same hardness(if any) of their component material. 2. Golems use thier exact stats as pesented in the Monster Manual. Unlike animated objects Golems and other constructs almost universally have Damage Reduction and (almost) never have Hardness. Note that for most creatures Hardness and DR are mutually exclusive, you have either one or the other, but never (outside of magical influence) both. 3. Inanimate objects can be struck with the Sunder action, so read up on that in the Combat section of the PHB. Hardness versus Damage Reduction: Most Constructs and Inanimate Objects have either Damage Reduction or Hardness. Damage Reduction on Constructs functions exactly as it does for any other creature. A Creature with have a number for thier DR followed by / and a means to overcome it (typically a special material, a degree of magic, or an alignment). Golems and most constructs have DR/Adamantine though some may have other or enhanced damage reduction. Unless the attack fulfils all the qualifiers to overcome damage reduction(ie DR 10/Magic and Adamantine would requrie at least a +1 Adamantine weapon to overcome) then you subtract the Damage reduction value from all weapon type damage applied. This includes unarmed strikes and natural weapons as well as any source that deals slashing, piercing, and/or bludgeoning damage, such as the bludgeoning portion of an Ice Storm spell, and applies equally to lethal or non-lethal damage. It does not protect against typed energy damage (fire, cold, acid, sonic, lightning, force, positve, negative) or against untyped magical energy(such as that from a Vicious Weapon). If damage reduction would reduce the damage to 0 or less, it deals 0 damage and the creature is effectively untouched by the attack, including effects that normally trigger when a creature is wounded such as injury poison or the Wounding weapon property. Hardness is a representation of how difficult it is to damage an object(Including animated objects). The hardness value of an object is subtracted from ANY damage it would be dealt, not only weapon damage but also energy damage from spells and effects as well. Note that certain energy types don't do normal damage against objects. (Fire and Lighting do half damage, cold does 1/4 damage, sonic, force, and acid deal normal damage, and positive and negative effects do not affect objects unless they expressly state that they do so. Reduce the damage as necessary, then subtract the hardness from the attack. If this would reduce the damage to less than 0, it does 0 damage and does not affect the subject). Animated objects, however, are creatures and not inanimate objects, and thus suffer normal damage from energy attacks(minus their hardness, of course). Just about the the only thing that can penetrate hardness is an Adamantine Weapon, and then it can only ignore hardness values of 20 or less. See the Common Object Hardness and Hitpoints table in the Sunder portion of the combat setcion in the PHB for more information on Sundering objects and dealing with hardness. |
| ffaat01-16-07, 12:56 PM | Thanks- That clears it up well. -Rob A> |