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Thread: [3.5] Weapon damage
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2010-02-21, 10:06 PM (ISO 8601)
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[3.5] Weapon damage
I'm going to be running a grim fantasy game, and plan on using rules like encumbrance, weather, and whatnot to emphasize the dark nature of everything, when I started wondering.
How does weapon health work? I'll be using bronze weapons (steel exists, but is rare), which has a hardness of 9. Does that mean if Furybringer Deeprage, Barbarian Dwarf hits Mooky McDisposable for 10 damage, that his bronze axe takes damage? How does masterwork or magic affect this?
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2010-02-21, 10:12 PM (ISO 8601)
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2010-02-21, 10:13 PM (ISO 8601)
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2010-02-21, 10:16 PM (ISO 8601)
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Re: [3.5] Weapon damage
So regardless of how hard a character hits with a weapon, it won't break. Someone has to be specifically trying to break his weapon? Furybringer Deeprage won't have to worry about weapon damage no matter how hard he hits people.
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2010-02-21, 10:18 PM (ISO 8601)
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- Aug 2006
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Re: [3.5] Weapon damage
Weapon Health does not come into play unless your weapon actually gets attacked (e.g. by a Sunder attempt or a Disintegrate spell). You do not use Newton's Third Law; hitting someone for 20 damage does not mean your axe took 20 damage too.
Hardness is indeed like DR, except it works against anything that doesn't specifically bypass it (DR works only against physical attacks, not spells).
Masterwork doesn't improve an object's HP or hardness. Magic does. How much magic improves the hardness/HP is stated in a couple (contradictory) places in the rules. The most up-to-date of these rules (Magic Item Compendium) says +2 hardness and +10 Hit Points for every "plus" of a magic weapon or armor.You can call me Draz.
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2010-02-21, 10:20 PM (ISO 8601)
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2010-02-21, 10:22 PM (ISO 8601)
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- Oct 2007
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2010-02-21, 10:23 PM (ISO 8601)
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- Dec 2004
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Re: [3.5] Weapon damage
In a word: No.
It's only used when opponents try to sunder your weapon.
However, if you wish to posit that doing more than your weapon's Hardness can damage the blade, that's an awesome houserule. Here's how I'd probably do it
1) You can deal up to your weapon's Hardness without a problem. Doing more damage than that may damage your blade. You may pull your blow if it does more than this 'fragile cap', so you do not risk damage your weapon unnecessarily. Alternately, if there is 'blow through' (i.e. you do more damage than necessary), there is less of a chance of your weapon breaking, even if you bypass the fragile cap.
2) Rolling a Natural 1 can result in a broken weapon. Roll weapon damage, and apply the full amount to the weapon, using Hardness as DR, and unable to pull the blow. Rolling a Natural 1 on a Bow or Crossbow results in a broken bowstring.
3) When hitting something with a Hardness greater than your weapon (such as Plate Mail), a failed attack roll may result in damage being dealt to your weapon
4) Blunt weapons are normally excepted from damage due to excessive damage, as they are designed to dish out massive blunt force trauma. However, if you deal twice the Hardness, you may end up breaking the Haft.
5) Mastercrafted doubles your 'safe zone' before you risk damaging your weapon
6) Magic weapons add a multiplier to your safe zone based on 2+ Enhancement Bonus (or equivalent, if it has enchantments such as Keen). This subsumes, and does not stack with, the doubling from Mastercrafted.
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2010-02-21, 10:28 PM (ISO 8601)
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- Sep 2009
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Re: [3.5] Weapon damage
AFIK you can sunder a mind blade BUT they can reshape them at the next turn... also you might want to consider showing your player this ACF for psychic warrior instead of soul Knife
It is basically the same, except you can actually contribute to the party.
And I talk of the Soul knife uselessness from personal experience
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2010-02-21, 10:40 PM (ISO 8601)
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- Oct 2007
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- Minnesota
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Re: [3.5] Weapon damage
Oh yeah, in case this is relevant, I'll be using the E6 variant rules.
It has a few more rules than I was originally planning, but yeah, that's about what I had in mind. I might throw it in to vary up enemy drops.
I think I'd keep it at this for simplicity:
1) When you hit with a weapon, it takes damage using its Hardness as DR
1a) Double the hardness for bashing weapons.
1b) +2 Hardness and +10 health per enchantment bonus
2) Crit misses roll damage as normal to see if the weapon takes damage.
3) Bonus damage caused by precision based attacks like sneak attacks, and critical strikes wouldn't count towards damaging the weapon. Same for extra damage from weapon finesse.
4) If you would deal more damage than your weapon's hardness, you may hold back reflexively, as to not damage your weapon.
AFIK you can sunder a mind blade BUT they can reshape them at the next turn... also you might want to consider showing your player this ACF for psychic warrior instead of soul Knife
It is basically the same, except you can actually contribute to the party.
And I talk of the Soul knife uselessness from personal experience
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2010-02-21, 10:44 PM (ISO 8601)
- Join Date
- Jan 2007
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Re: [3.5] Weapon damage
Well, you could always try speaking too loudly.