Sometimes adventurers need to break through obstacles rather than bypass them. Doors, walls, chests, gates, chains, and other objects can be damaged and eventually destroyed by applying sufficient force or targeted attacks.
Object Statistics
To determine how resistant an object is, consider two primary statistics:
- Material Soak: This represents the object’s inherent toughness and resistance to damage based on the material it’s made from (wood, stone, metal, etc.). Unlike creature armor soak (which uses dice), Material Soak is typically a flat number that is subtracted directly from any incoming physical damage. Damage must exceed this threshold to affect the object structurally.
- Structural Integrity (SI): This functions like Hit Points for objects, representing how much damage an object can sustain after its Material Soak is overcome before it breaks, shatters, or is breached.
Applying Damage to Objects
When force or an attack deals damage to an object:
- Subtract the object’s Material Soak value from the damage dealt.
- If the remaining damage is positive (i.e., damage exceeded Soak), reduce the object’s Structural Integrity (SI) by that amount.
- If the damage dealt does not exceed the object’s Material Soak, the object is generally unaffected (scratched, dented, but not structurally compromised).
Example: A strong wooden door has Material Soak 5 and SI 25. A character hits it with an axe for 14 damage. Subtract the Soak (14 – 5 = 9). The door’s SI is reduced by 9, leaving it with 16 SI. A later hit deals only 4 damage; since 4 does not exceed the Material Soak of 5, the door’s SI is unchanged by that hit.
Damage Types and Objects
The type of damage applied can matter significantly. Certain damage types might ignore Material Soak entirely (GM discretion, common for powerful acid, sonic vs. glass, or magical energy like force, fire, cold, lightning unless the object has specific magical resistance). Some materials may also be Vulnerable (taking double damage after Soak) or Resistant (taking half damage after Soak) to certain types – for example, wood is often Vulnerable to fire, while stone might Resist slashing and piercing damage. The GM adjudicates these interactions based on logic and the specific situation.
Breaking Point
When an object’s Structural Integrity (SI) is reduced to 0 or below, it is considered broken, breached, or destroyed. A door splinters open, manacles snap, a section of wall collapses, a rope parts. The exact nature of the break depends on the object and the situation.
Example Object Values
The following provide general guidelines for Material Soak and Structural Integrity (SI); the GM should always adjust based on the specific object’s size, thickness, quality, and construction.
- Simple Items: An average hempen rope might have Material Soak 0 and SI 5, making them easy to cut.
- Wooden Objects: A basic simple wooden door could have Material Soak 3 and SI 15, while a strong wooden door might increase to Material Soak 5 and SI 25. A heavily reinforced wooden door could boast Material Soak 5 and SI 35. Small wooden chests might have Material Soak 3 / SI 10, whereas larger, reinforced chests could be Material Soak 5 / SI 25. Most wooden objects are vulnerable to fire.
- Metal Items: Iron manacles might have Material Soak 10 / SI 20, and a sturdy iron chain could be Material Soak 10 / SI 25. Heavy iron gate bars might require destroying sections, each potentially Material Soak 10 / SI 40.
- Stone Structures: A relatively thin stone wall (e.g., 1 foot thick) might have Material Soak 8 and SI 50 per 5-foot section. A thick stone wall could easily have Material Soak 8 and SI 100 or more per section. Stone typically resists slashing and piercing damage but may be more susceptible to bludgeoning or specialized siege equipment.
Alternatives to Destruction
Remember that direct destruction isn’t always the best or only option. Consider using:
- Strength Checks: To force open stuck doors or chests (see p. XX).
- Thievery Skill: To pick locks or disable trapped mechanisms (see p. XX).
- Specific Effects: Magic or abilities designed to bypass or destroy barriers.
GM Note: Narrative Pacing vs. Detailed Rules
The rules for Material Soak and Structural Integrity (SI) provide a framework for when destroying an object is a specific challenge. However, not every attempt to break something needs to be resolved with these detailed mechanics. Alacrity values momentum, and sometimes, roleplaying the outcome is more effective and fun.
- Roleplay Plausible Success (No Rolls Needed): If characters have ample time, the right tools, and the task is reasonably achievable, consider narrating the success.
- Example: A strong dwarven warrior with a greataxe wants to hack down a standard wooden door. If there are no immediate threats or time pressures, you can simply state, “After a couple of minutes of determined chopping, Dragnar splinters the door from its frame.”
- Example: A rogue with a dagger trying to “break” a thick stone castle wall will obviously fail. You don’t need SI rolls to determine this; common sense dictates the outcome.
- Use Detailed Rules (Material Soak & SI) When:
- Time is a Factor: During combat, a chase, or when a critical event is on a timer. Each swing matters, and knowing if the object breaks this round is crucial.
- Success is Uncertain: The object is very tough (an iron-bound chest, a reinforced door), the characters lack ideal tools, or the method is unconventional.
- Failure Has Significant Consequences: If not breaking the object quickly means guards are alerted, a prisoner escapes, a ritual completes, or the environment becomes more hazardous.
- Resource Drain is Relevant: If the effort depletes character resources (like multiple actions in combat that could be spent elsewhere, or if it risks making noise).
- It’s a Plot Point: If overcoming the barrier is a key puzzle or a dramatic moment in the story.
The “Damaging and Breaking Objects” rules are a tool in your GM toolkit. Use them to create tension and meaningful challenges when the act of destruction itself is important. For routine destruction where success is inevitable given time and the right approach, and no significant pressures exist, favor narrative resolution to keep the game flowing smoothly. Always remember the alternatives too: a Thievery check to pick a lock or a clever Effect might be faster or more appropriate than brute force.
[ Back | Contents | Next]
You are welcome to print a copy of pages from this book for your personal use. Please note that mass distribution, commercial use, or the creation of altered versions of the content for distribution are strictly prohibited. This permission is intended to support your individual gaming needs while maintaining the integrity of the material.
File Created: 05/06/2025 Last Modified: 05/06/2025