More Rules questions from a new GM!


Rules Questions


(1) In the pathfinder world, do they just say "8 o clock!" "See you at 2pm!", or do they have some weird in-game language for hours? same question for "days" and "weeks" and "years".

(2) What does it mean if an iron gate has a hardness of 10 and 60 health total? mechanically, how does a party go about destroying it?

Silver Crusade

1) unless the commoner has a wristwatch, or there is like a town clock. They'd say something generic like afternoon, or late afternoon or dawn or dusk or some such.

2) that means every whack they make on it takes damage minus 10 with a minimum of 0. They'll be there a while.


Ooga wrote:
(2) What does it mean if an iron gate has a hardness of 10 and 60 health total? mechanically, how does a party go about destroying it?

You attack it the same way as you do everything else. With hardness 10, you subtract 10 points of damage from every roll, so you need to do at least 11 points of damage in a single attack to scratch an iron gate (or any other iron object). Once the gate has taken 60 points of damage, its destroyed.

Silver Crusade

Pathfinder Adventure Path Subscriber

(1) Depends on the setting. On Golarion, time is pretty much the same as on Earth - the only exception is different month names and obviously the numerations of years, but "Monday 7pm" is same there as it's here.


1 - Yeah. You name general times "Early afternoon, late morning, high noon", and people will generally show up around 20 minutes of each other. Unless you have a water clock (super rare) or a town clock (rare), that's how peasants get around.

2 - Already answered satisfactorily.


I always go with standard units of time, just because it keeps the players familiar enough with what's going on that they don't get confused.


one additional thing, certain types of damage bypass hardness. ie: acid, etc and some types do not deal damage to objects


IejirIsk wrote:
one additional thing, certain types of damage bypass hardness. ie: acid, etc and some types do not deal damage to objects

Oh, right. And Adamantium always bypasses hardness, no matter how much it is. It's like diamond. But not shiny.


is why acid splash is great (even better as a (Sp) or still spelled) doesn't take nearly the amount of time to get out of manacles as str checks...


TheRedArmy wrote:
IejirIsk wrote:
one additional thing, certain types of damage bypass hardness. ie: acid, etc and some types do not deal damage to objects
Oh, right. And Adamantium always bypasses hardness, no matter how much it is. It's like diamond. But not shiny.

Adamantine ignores Harness of less than 20

Adamantium is not a gaming metal


Snapshot wrote:
TheRedArmy wrote:
IejirIsk wrote:
one additional thing, certain types of damage bypass hardness. ie: acid, etc and some types do not deal damage to objects
Oh, right. And Adamantium always bypasses hardness, no matter how much it is. It's like diamond. But not shiny.

Adamantine ignores Harness of less than 20

Adamantium is not a gaming metal

My rules knowledge has failed me.


Snapshot wrote:
TheRedArmy wrote:
IejirIsk wrote:
one additional thing, certain types of damage bypass hardness. ie: acid, etc and some types do not deal damage to objects
Oh, right. And Adamantium always bypasses hardness, no matter how much it is. It's like diamond. But not shiny.

Adamantine ignores Harness of less than 20

Adamantium is not a gaming metal

BOOSH


BaconBastard wrote:
Snapshot wrote:
TheRedArmy wrote:
IejirIsk wrote:
one additional thing, certain types of damage bypass hardness. ie: acid, etc and some types do not deal damage to objects
Oh, right. And Adamantium always bypasses hardness, no matter how much it is. It's like diamond. But not shiny.

Adamantine ignores Harness of less than 20

Adamantium is not a gaming metal

BOOSH

Though one could argue that Adamantine and Adamantium are different...


IejirIsk wrote:
one additional thing, certain types of damage bypass hardness. ie: acid, etc and some types do not deal damage to objects

Incorrect - acid does not (normally) ignore hardness. All energy damage (Acid, cold, electricity, fire, and sonic) damage is halved against objects, and hardness is not ignored.

Quote:
Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Unless your DM is real nice and decides that the particular object is vulnerable to the chosen energy:

Quote:
Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object's hardness.

(Note, acid and sonic didn't actually ignore hardness in 3.X either. They just weren't divided before applying hardness like all other energy damage was.)


You can also Break Objects using sudden force (exceeding Break DCs) rather than dealing them hit point damage until they're destroyed. Check out the CRB, Additional Rules chapter, near the end.


You can also have the rogue take the gate apart too.

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