
|  Blackcloud | 
 
	
 
                
                
              
            
            I ran into the same discovery.  I ended up house ruling by having the Acid linger for one extra round at half damage.  Rolling 1d4 the second round and adding it to the first - in other words they may take 8 acid damage the first round (no effect to metal weapon) but the second round take up to 4 more - TOTAL of 12 Acid damage.  This is enough for the slime to bypass the hardness of 10 
With this rule, the Protective Slime ability some chance of working, and making it at least a threat, but at the same time making it very unlikely the player will have a ruined weapon.
According to the rules a BROKEN weapon is -2 to hit and has a diminished crit / 75% value / and a few other stuff. This does not make it useless - and it can be mended by spells.
I based this off of the real world fact that acids dissolve metal. In contrast maybe we could have a creature covered in a Protective Base Slime that cleans up the players weapon real nicely!
 
	
 
     
    