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Ken L
August 26th, 2017, 06:10
Is it me or is hardness in the SQ not registering. In any case I plan to patch that up for my games.

Moon Wizard
August 30th, 2017, 04:09
It was never implemented, because it was a very narrow application and the rulings at the time (years ago) weren't consistent.

I was just researching it, and it could probably just be implemented as a "DR: # all; RESIST: # all" based on the latest universal monster rules.
https://paizo.com/pathfinderRPG/prd/bestiary/universalMonsterRules.html#hardness

Does that match what you were thinking?

Regards,
JPG

darrenan
August 30th, 2017, 17:04
So 'all' is a recognized damage type? I don't see it listed on the effects page under the list of damage types (although it listed as part of RESIST, but not DR).

Coded as above, what, if anything, would allow damage to bypass that? For instance, if an actor had an attack or ability that specifically bypasses hardness, is there an effect or damage type that could be used, or would the GM just have to disable the hardness effect for the duration of that attack?

Trenloe
August 30th, 2017, 17:11
As adamantine weapons bypass hardness of 20 or less, you'd want to use: DR: # adamantine; RESIST: # all for hardness <= 20.

Ken L
September 1st, 2017, 10:35
I implemented it in combat manager as RESIST # for each energy type + DR #/- so it auto parses the SQ correctly. I'll sub them for 'ALL' when I get the chance. Perhaps I'll look into adding some logic for adamantine.

darrenan
October 16th, 2017, 00:20
I don't think 'all' is the right thing to use for RESIST, as it seems to cause both DR and RESIST to be applied to regular weapon attacks. Using each energy type as mentioned above would seem to be correct. It also appears that RESIST: # spell also seems to work, although maybe there are some edge cases there that don't do the right thing.

Moon Wizard
October 16th, 2017, 22:48
Yeah, I can see where that could come up. I'll add to the list to adjust. Thanks for reporting.

Cheers,
JPG