5e24:Breaking Object: Difference between revisions

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(Created page with "<div class=grid-container-std> <div class="bctop">{{backto|{{5e24}}}}</div> <div class="notice"><!--{{edition|Breaking Object}}--></div> <div class="badge">{{5e24srd}}</div> <div class="gi-main"><!--{{tocright}}--> ==Breaking Objects== <div style="display:block; float:right; max-width: 30svw;">{{5e24 Rules Glossary}}</div> <ref name="srd52.177178">{{Cite Pub|SRD 5.2|pages=177-178}} Licensed: CC-BY.</ref> {{5e24|Object}}s can be harmed by {{5e24lc|Attack}}s and by s...")
 
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#redirect: [[5e24:Object#Breaking Objects]]
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==Breaking Objects==
<div style="display:block; float:right; max-width: 30svw;">{{5e24 Rules Glossary}}</div>
<ref name="srd52.177178">{{Cite Pub|SRD 5.2|pages=177-178}} Licensed: [[CC-BY]].</ref> {{5e24|Object}}s can be harmed by {{5e24lc|Attack}}s and by some {{5e24lc|Spell}}s, using the rules below. If an object is exceedingly fragile, the {{5e24|GM}} may allow a {{5e24lc|Creature}} to break it automatically with the {{5e24|Attack}} or {{5e24|Utilize}} {{5e24lc|Action}}.
 
'''{{anchor|Armor Class}}.''' The Object Armor Class table suggests ACs for various substances.
{|class="zebra small"
!colspan="4"|{{anchor|Object Armor Class}}
|-
!AC
!Substance
!AC
!Substance
|-
|style="text-align:center;"|11
|Cloth, paper, rope
|style="text-align:center;"|19
|Iron, steel
|-
|style="text-align:center;"|13
|Crystal, glass, ice
|style="text-align:center;"|21
|Mithral
|-
|style="text-align:center;"|15
|Wood
|style="text-align:center;"|23
|Adamantine
|-
|style="text-align:center;"|17
|Stone
|}
 
'''{{anchor|Hit Points}}.''' An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section’s Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to collapse.
{| class="zebra small"
!colspan="3"|{{anchor|Object Hit Points}}
|-
!Size
!Fragile
!Resilient
|-
|Tiny (bottle, lock)
|2 (1d4)
|5 (2d4)
|-
|Small (chest, lute)
|3 (1d6)
|10 (3d6)
|-
|Medium (barrel, chandelier)
|4 (1d8)
|18 (4d8)
|-
|Large (cart, dining table)
|5 (1d10)
|27 (5d10)
|}
 
'''{{anchor|Damage Types and Objects}}.''' Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage.
 
'''{{anchor|Damage Threshold}}.''' Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.”
 
'''{{anchor|No Ability Scores}}.''' An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can’t make ability checks, and it fails all saving throws.
 
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==Sources and Notes==
<references />
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Latest revision as of 16:30, 27 April 2025