Damaging Objects (PSR Supplement)

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

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Senses
Carry Slots

Encounters

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

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

Substance Defense
Paper 5
Cloth, Cardboard 8
Rope, Clay Pot 10
Leather, Ice 12
Bone, Chitin 14
Wood 16
Stone 18
Steel 20
Adamantine 22
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) 20 (~4d8)
Large cart or boulder 5 (1d10) 25 (~5d10)

A typical item has 15 defense and 15 hit points.

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 add nuance, or to numerically specify how damaged an object is. Sometimes spells or other effects create objects with specific statistics. While the narrator is encouraged to improvise an object's hit points and defense if needed, this section offers deeper guidance.

Defense. While a creature's defense represents how difficult it is to hit in the first place, an object's defense represents how difficult it is to break through its sturdy exterior. Anyone can swing an axe at a tree and hit it, but a solid hit will make much more progress in chopping through it. Objects made of sturdier stuff have higher defense. 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 destroying a small part of the object is just as effective as destroying the whole thing—for example destroying a cart's wheel. Hit point examples appear in the adjacent table.

Resistance & Immunity

Your narrator might otherwise 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 something like a pillow might have resistance to bash damage.

Repairing Objects

If an object is merely damaged and not destroyed, you can restore its hit points yourself over a phase with the right tools, or pay for repairs during downtime trading.

If the object is destroyed, restoring it instead takes an entire downtime enterprise—a greater degree of time and effort. For common items, buying a new one is usually better.

Damaging Armor & Attire

In the midst of combat, Sundering can be used to directly damage an item a creature is wearing or wielding, rather than the creature itself.

Any weapon or attire destroyed become completely unusable, and confer no benefits to any creature wearing or wielding them.

Structures

An object of greater size than Large is a structure, such as a building or a colossal statue. Most structures are particularly difficult to destroy.

Structures are Partitioned. In most cases each structure is segmented into parts each no larger than a Large 10-foot cube. For example a Gargantuan wall is divided into multiple 10-foot squares, each of which has its own pool of hit points. Destroying one of these squares breaches the wall, but doesn't destroy the whole wall.

Damage Threshold. Normal weapons are typically of little use against structures. Felling a oak tree for example takes many strikes with proper technique. For sturdier structures like thick castle walls, often only artillery or Gargantuan creatures are capable of damaging structures. This is represented with 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 30 loses no hit points from an attack that deals 29 damage or less. Particularly durable structures like this might be practically impervious to attacks outside of particularly powerful artillery or spells. In the previous oak tree example, it might make sense to have a damage threshold of only 5; impervious to many attacks, but solid blows can eventually cleave through it.