Breaking And Entering
Sometimes a character needs to attack or break an object.
Strike an Object
Objects are easier to hit than characters because they usually don’t move, but many are tough enough to shrug off some damage from each blow.
Hardness
Each object has hardness – a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points.
Hit Points
An object’s hit point total depends on what it is made of and how big it is. When an object’s hit points reach 0, it’s ruined.
Very large objects have separate hit point totals for different sections.
Object | Hardness | Hit Points |
---|---|---|
Rope (1 inch diam.) | 0 | 12 |
Simple wooden door | 5 | 100 |
Small chest | 5 | 15 |
Good wooden door | 5 | 135 |
Treasure chest | 5 | 50 |
Strong wooden door | 5 | 170 |
Masonry wall (1 ft. thick) | 8 | 100 |
Hewn stone (3 ft. thick) | 8 | 300 |
Chain | 10 | 40 |
Handcuffs | 10 | 60 |
Masterwork handcuffs | 10 | 300 |
Iron door (2 in. thick) | 10 | 600 |
One-handed metal-hafted weapon | 10 | 20 |
Firearm, Medium-size | 5 | 75 |
Glass (1 inch thick) | 1 | 20 |
Plastic, hard (1 inch thick) | 2 | 35 |
Cinderblock wall | 8 | 300 |
Lock, cheap | 0 | 40 |
Lock, average | 3 | 75 |
Lock, high quality | 5 | 100 |
Steel door | 10 | 600 |
Metal bars | 10 | 350 |
Manacles | 10 | 120 |
Wood (1 inch thick) | 5 | 40 |
Leather (1 inch thick) | 2 | 10 |
Paper or cloth (1 inch thick) | 0 | 2 |