
Agatesword |

Okay, so I tried finding any sort of rules for this, but my current issue is that I can't find a precedent for the stats of doors that aren't for medium sized creatures. For example, I am currently trying to stat up a large creature sized door. Hardness doesn't change, but what about things like hit points and break DCs? This is important because there will be fights based on trying to get through these doors. Does anyone have any ideas?

wraithstrike |

There are no rules for it, and I would expect for each material type such as wood vs iron to have different adjustments if it were a rule.
For break DC's add 5 to wood doors, and 10 to steel/iron doors.
For hit points I'd look at walls, and make sure they had less hp than a wall with the same thickness.

Agatesword |

That is a good suggestion. I'll try that unless someone has a better idea. The doors in question at the moment at wood, so I'll try adding +5. Walls have HP based for a 10x10 section basis so as long as about a quarter of my door's hit points is less than a wooden wall section's, it should look good.

Agatesword |

I think I will go with Lady-J's suggestion here, but with one addendum. The lock-picking DC change should only apply with size category differences between the doors and characters. As for the hit points, this door is twice the height of, or eight times the size of, a normal wooden door. Due to this, I think 8 times the hit points is how it should work right?

toastedamphibian |
So... small size now comes with +5 disable device vs locks?
I'd say leave the lock dcs alone. Bigger locks have greater depth and stiffer tumblers which makes them more awkward for people of the wrong size to deftly manipulate.
For HP, maybe just apply the bonus hp / size as though they are constructs and call it a day? Damage per attack goes up by, what, 3 to 6 points a per attack? Why should big creatures have so much more trouble breaking their own stuff?
+10/20/40/60 for large/huge/etc.
Scale the Break DC to equal the size bonuses for breaking things.
Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.

Agatesword |

......both of you bring up very good points and ideas. I probably should leave the lock DC alone if I don’t want to screw over the party’s Grippli. The logic for not changing that makes sense too. The break DC is still something I’m not sure about since most characters of larger size have increased strength thus making an increase of 5 acceptable, but going with 4 is also probably a good choice. Finally, hit points are still just a little confused. Walls go by 10x10 sections but a line I found about weapons and armor says to multiply by or divide by 2 for each size category above or below medium. I know a door isn’t weapons or armor but either that or toasted’s idea could work. If anyone still wants to say anything else about this, I’m still listening. The biggest issue still is hit points.

Agatesword |

Okay, so here is the best idea I have come up with. The door is twice the height, width, AND thickness. I feel it should have four times the hit points. However, similar to a wall, it is based on sections. The door is taking up two 10x10 sections, each section having 30 hit points, based on the statistics of the door I'm sizing up, for a total of 60 hit points. In the case of this large door a small or medium character can target the upper or lower half. A large creature can also target the upper or lower half, or try to smash the entire door at once. This is probably what I will use. What do the rest of you think?

Agatesword |

I'm going to have to disagree on multiple points. The other aspects of size do matter, as when there is more of something there is more that needs to be broken, thus more hit points. Secondly, when you attack a door's hit points you are attacking the entire door, which I figure is correct as a lock on a door is something that can specifically be attack separately from the door. Lastly, the break DC of a door is the DC to break it open or break it down, which is specifically only for doors from what I read. Are you really telling me you don't have more trouble knocking down or even breaking a larger object? It's like the difference between a matchstick and the top of a table.

*Thelith |
The double hp is due to the thickness doubling from medium to large as per the rules of thickness of material and HP.
When trying to break down a door you're not trying to obliterate the whole door, you're just breaking through where it's attached, either the hinge area or the handle area. It doesn't matter if the door is 100 feet wide if you break the edge where it's attached it falls/swings open.
The door is still made from wood and simple craftsmanship because of this it's still easy to break via strength, just like a smaller or even larger door, you're breaking the weak parts not the volume of the door.

Anguish |

If a door is 100ft by 100ft, you don't need to destroy the entire door to get through it. The size of a hole required to sink a battleship is minuscule compared to its overall volume.
Hit points, hardness and so on are abstractions, so any solution for "bigger doors" should maintain that abstraction, not create an RPG physics system.
Remember that the weakest point of a typical door is its hinges. Second to that is the frame itself.
Final comment... if you make bashing down doors too complicated/difficult, your players will start applying the adamantine-greatsword-through-the-wall technique, because getting through stone walls us well-documented: do lots of damage.

Lady-J |
we once had a door to a keep we were hiding in that kobolds were trying to get into it was a medium size door and we kept mending it each round it took damage, one of the players then decided they wanted to infuse all the souls of people that were contracted to him that were now dead and unable to settle their debts into the door to give it more hit points, dm rolled randomly for how much hp the door got per soul in front of every one with a d100 rolled near max, door went from having like 60 hit points to having well over 800 hit points giving us enough time to get every one out via a secret passage way it was a funny moment

TrinitysEnd |

we once had a door to a keep we were hiding in that kobolds were trying to get into it was a medium size door and we kept mending it each round it took damage, one of the players then decided they wanted to infuse all the souls of people that were contracted to him that were now dead and unable to settle their debts into the door to give it more hit points, dm rolled randomly for how much hp the door got per soul in front of every one with a d100 rolled near max, door went from having like 60 hit points to having well over 800 hit points giving us enough time to get every one out via a secret passage way it was a funny moment
While an interesting story, Mending has a cast time of ten minutes, and unable to be cast each round on the door, so unless your GM houseruled that, not quite possible.

Lady-J |
Lady-J wrote:we once had a door to a keep we were hiding in that kobolds were trying to get into it was a medium size door and we kept mending it each round it took damage, one of the players then decided they wanted to infuse all the souls of people that were contracted to him that were now dead and unable to settle their debts into the door to give it more hit points, dm rolled randomly for how much hp the door got per soul in front of every one with a d100 rolled near max, door went from having like 60 hit points to having well over 800 hit points giving us enough time to get every one out via a secret passage way it was a funny momentWhile an interesting story, Mending has a cast time of ten minutes, and unable to be cast each round on the door, so unless your GM houseruled that, not quite possible.
it wasn't in pathfinder, the edition we were playing the spell was instantaneous

toastedamphibian |
On a slightly related and equally off topic point: Hairline Fractures
...
Duration: 1 round per level
...
Make Whole reverses this effect.
Teehee. If you expect the Hairline Fracture spell someone cast on you will still be in effect 100 rounds from now, your probably better off spending those 10 minutes groveling and thanking the level 50+ caster for only mildly inconveniencing instead of obliterating you.
Almost no one remembers the casting time on those spells.