Siege Equipment and Structures: Difference between revisions

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(Created page with "Castles and fortified towns are usually well-defended, and arrows might not suffice to penetrate thick stone walls. Whether your heroes purchase and use siege equipment or must fight against it, these machines can significantly increase the tension in a combat scene. Siege equipment is a little like the weapons and armor that an adventurer might use, but has more intricacies. === Ranged === A siege weapon will have the Ranged property, which is functionally...")
 
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Castles and fortified towns are usually well-defended, and arrows might not suffice to penetrate thick stone walls. Whether your heroes purchase and use [[Siege Equipment|siege equipment]] or must fight against it, these machines can significantly increase the tension in a [[combat]] scene.
The world of adventure is rife with far more dangers than direct person-to-person battle. You might face an engine of war, such as a trebuchet. Terrible blows might break bone or spirit, leaving you to contend with a lengthy recovery. Poisons and diseases lurk in moldering dungeons, cursed crypts, and even stinking alleys. Devious villains might even implement such maladies as [[weapons]] in their arsenal.


Siege equipment is a little like the [[weapons]] and [[armor]] that an adventurer might use, but has more intricacies.
== Structures ==
'''Structure Health'''
 
The durability of structures, such as bridges, houses, and castles, may come into play at some point on an epic quest, especially in a siege scenario. When determining the HP, [[armor]] rating (AR), and the damage threshold (DT) of a structure, use the following table as a guideline. Take into account the specific circumstances of your region. If a castle wall has eroded under high winds or heavy downpours for years already, then consider lowering any of its stats to account for this. Conversely, if a bridge is magically reinforced, then it might have a higher Resist against physical damage or might be Immune to nonmagical damage.
 
Structural integrity should typically be tracked in 10 ft by 10 ft panels. As the MC, it is your job to rule how the destruction of a portion of a structure impacts the rest of the structure. Knocking a 10 ft square hole in the side of a stone wall might cause the wall above it to crumble, or the wall portion above the hole might remain in place, held firm by the intact walls on either side.
 
<nowiki>*</nowiki>Note that any damage reduction (DR) is applied after determining DT. All inanimate materials are Immune to psychic damage.
 
'''Damage Reduction (DR)'''
 
If a creature or structure has Damage Reduction (DR) X, they subtract their DR number from all damage they take, unless they are Vulnerable to the type of damage that they are taking. If damage specifies that it ignores Resist, it also ignores DR. The DR number may be followed by a weapon tag, magic source, or damage type. This means that creature takes full damage from a weapon with that tag or damage type.<blockquote>For example, a creature with DR 5/Fire would take full damage from fire, and subtract 5 from all other sources of damage. A creature with DR 15/Silvered would take full damage from silvered weapons, and subtract 15 from all other damage.</blockquote>'''Damage Threshold (DT)'''
 
Damage Threshold (DT) is a very rare defense that is typically seen on structures and vehicles. DT determines how much damage a creature must deal at once to deal any damage at all.<blockquote>For example, if a stone wall has DT 15, and a player deals 14 damage to it, it instead takes 0. If a player deals 16 damage, conversely, then the stone wall takes all 16 damage because its DT 15 was overcome.</blockquote>For the purposes of overcoming DT, “damage dealt at once” is determined by a single expenditure of AP. Each expenditure of AP for an attack is a new roll against DT; you cannot stack attacks to overcome DT.. <blockquote>For example: A spell deals multiple damage sources, such as 2d8 fire damage and 2d8 blunt damage. Since that spell is one expenditure of AP, add them together to determine if  it overcomes DT. A player makes two maul attacks against a stone wall on the same turn. Because these are two expenditures of AP, do not add the damage together from the two attacks to determine if they overcome DT.</blockquote>
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=== Ranged ===
=== Ranged ===

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