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Structural Damage |
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The AD&D system provides a fairly detailed system for determining structural damage in a siege situation. As a DM, I was never quite happy with these rules; after all, what DM is ever happy with all the rules.
Structure Points Every structure has a number of Structure Points (SP). Structure points are like hit points, and can be defined as the building or vessel's ability to resist physical damage. The following table lists the most common building materials, and provides the means for calculating the SP for a given structure. Take the number found in Table 1, and increase it by one for every 10 square feet of exterior wall surface the structure possesses. For example, a small house has wooden walls six inches thick. The exterior walls measure approximately 100 square feet. That gives the house 5 SP (1 x ½ x 10).
Characters and Monsters vs. Structures As anyone who has ever punched a brick wall knows, damaging structures is not easy. A building or vessel only takes significant damage from extreme forces. These forces can range from siege weaponry to magical effects to very strong monsters and characters.
Siege Engines Logically enough, siege engines are much more capable of causing massive SP damage. How much damage is done varies between the various construction materials. Table 2 details how common mundane siege equipment damages different building materials.
When A Breach Occurs The structure is considered breached when it's SP are reduced to zero. At this time, a hole is opened in the side of the structure, in a place in keeping with the location of damage.
Structural Damage to Ships Obviously, this system must be altered slightly when it comes to damage to boats and ships. Any breach has the chance of being below the water line, and thus sinking the vessel.
(75 ¸ 10) x (50 ¸ 10) = 7.5 x 5 = 37.5
Thus, the ship has 112 SP. Structural Damage from Magic Spells Certain magical spells are quite useful in delivering structural damage. I've attempted to identify some of the more common effective spells, and list suggested damages. The DM should modify this list where he feels appropriate, adding in those spells I may have missed. Mage Spells Burning Hands: This spell does only minor damage to thick wood. Roll damage normally. Every 10 hps of damage equals 1 SP of damage (round normally). Thus, 13 hps of damage from this spell would do 1 SP, but 15 would do 2. This spell may cause thin wood to catch fire, at the DM's option.
Mending: This spell does not cause structural damage, but may be used to "heal" it. Every casting of this spell on a damaged structure will "heal" 1d3 SP of damage. Flaming sphere: This spell is incapable of causing structural damage, even to thin wooden walls. Fireball: Like other fire based spells, this spell causes 1 SP of structural damage per 10 hps of damage rolled (rounding down) when used against wooden walls. See the section on Fire Damage to determine the chances of the wall catching fire. Flame arrow: This spell is instantaneous, and cannot cause structural damage. Lightning bolt: This spell is very effective in causing structural damage. As stated in the spell description, this spell can breach 1 inch of wood or ½ inch of stone per caster level, to a maximum of 12 inches of wood or six inches of stone. If the wall is thicker than this number, then the spell does no structural damage at all. Melf's minute meteors: Although the flames created by this spell are hot, it is incapable of causing structural damage. Protection from normal missiles: This spell is very effective at reducing structural damage. It subtracts one SP of damage from every attack (to a minimum of 1 SP of damage per attack). Ice storm: This spell can cause structural damage, but only to thin wood structures. Any structure not made of thin wood (walls 3 inches thick or less) cannot be damaged by this spell. If the damage is applicable, divide the damage rolled by 10, rounding down, to determine the number of SPs of damage. Wall of fire: This spell is incapable of causing structural damage, but may set wooden walls ablaze. Wall of ice: The ice sheet variation of this spell is capable of causing structural damage (divide the damage rolled by 10, rounding down, to determine structural damage). Cone of Cold: This spell, in and of itself, is incapable of causing structural damage. However, it will weaken wooden, and thin stone (2 inches thick or less) walls. Any structural damage done to a wall after this spell has been cast upon it is increased by 50% (round down), for 1d6 rounds. The amount of time may be modified up or down by the DM, as is appropriate to the local temperature (lasting longer in cold climes, and shorter in warmer areas). Passwall: While this spell is capable of making a passageway, it causes no actual structural damage. Wall of iron: This spell cannot be used to cause structural damage, but is incredibly useful when it is time to shore or strengthen the walls of a structure. This spell can increase the total number of SP a structure possesses. Wall of force: While this spell will not increase a structure's SP, it will totally protect it from damage from any form of physical attack. Wall of stone: This spell cannot be used to cause structural damage, but is incredibly useful when it is time to shore or strengthen the walls of a structure. This spell can increase the total number of SP a structure possesses Disintegrate: Not only will this spell instantly create a breach in a wall, each casting of the spell effectively "weakens" the structure, creating a breach. See the section entitled When a Breach Occurs for information regarding SPs of breached structures. Flesh to stone: This spell is very powerful when used against stone walled structures. A stone wall affected by this spell is considered breached, and the structure's maximum SP is adjusted accordingly. See the section entitled When a Breach Occurs for information regarding SPs of breached structures. Limited wish: If used to directly damage a structure, it can cause an immediate breach (as per a disintegrate), or can be used to deliver 3d10 SPs of damage. Bigby's clenched fist: This spell is capable of causing structural damage, but only if the damage rolled is 10 or more hps in one attack. This damage is then divided by 10 (rounding down) to determine the SP damage. Crystalbrittle: This spell, in and of itself, will not cause any structural damage. However, if used against a metal wall, it will weaken that wall such that the next effective structural attack on the wall will cause an immediate breach. See the section entitled When a Breach Occurs for information regarding SPs of breached structures. Meteor swarm: Like other fire based spells, this spell causes 1 SP of structural damage per 10 hps of damage rolled (rounding down) when used against wooden walls. See the section on Fire Damage to determine the chances of the wall catching fire. Wish: There is very little a properly worded wish spell cannot accomplish. To provide some guidelines, a wish is capable of instantly destroying any structure with 50 SP or less. Should the structure have more than 50 SP, this spell is capable of causing 1d4 breaches. See the section entitled When a Breach Occurs for information regarding SPs of breached structures. Cleric Spells Warp wood: This spell is obviously only effective against wooden walls. Call lightning: See the mage spell lightning bolt. Control winds: If this spell is used to create storm-force or hurricane winds, it may then do structural damage. Storm force winds may affect only wooden structures, while hurricane force winds may affect any structure. To determine SP damage per round of exposure, consult the following table. Flame strike: As with other fire-based spells, only wooden structures can be harmed by this spell. Such structures suffer 1 SP of damage for every 10 hps of damage rolled (round down). Transmute rock to mud: This spell is devastating when used against stone structures, but obviously does no damage to ones made of wood or metal. When used against a stone structure, the spell will most like destroy it, or at least cause 1 breach for every 60 cubic feet affected. Stone tell: This spell cannot be used to damage stone walls, but if used by the protecting side, it may be used to aid in repair and maintenance of such walls under siege. See the section entitled Repairing Structural Damage for more details. Earthquake: This spell has a devastating effect on any solid structure. Such structures are required to roll a save vs. crushing blow, with a +2 bonus for every 1 foot of wall thickness. Those that succeed take damage as per the following table. Those that fail are completely destroyed by the earthquake. After determining the number of breaches, apply the SP damage to the structure if it is still standing. Remember, each breach reduces the overall integrity of the structure by 25% (see the section entitled When a Breach Occurs for more detail). Fire Damage Any fire damage to done to wooden walls has a chance of setting that wall ablaze. The chance is equal the amount of damage done in a round (in hit points), considered as a percentage.
Repairing Structural Damage In order to repair structural damage, there must be at least one person on hand with some level of skill in working with the structure's primary wall component. Thus, a carpenter is required for a wooden structure, a stonemason for a stone structure, and a metalsmith for a metal structure. An engineer is qualified to repair any type of structure.
Damaging Doors Damaging doors uses a set of rules similar to those found for structures, but different enough to warrant it's own section. Doors are considered to have standard hit points.
Should the character's attempts at forcing a door open fail, he may attempt to physically batter the door down. Should he do so using only his hands and feet, he will suffer 1d4 hps of damage himself every round (except on the round in which he actually succeeds in breaching the door).
If the save is failed, magical weapons lose one attack plus. Magical items reduced to zero pluses are rendered non-magical. Non-magical items which fail a save vs. crushing blow are destroyed. |
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