In the spirit of my previous thread about Spellbooks, I am posting this one to try to collect the various requirements and issues around tracking Item hardness and hit points. Please advise on any details I may have missed, and make suggestions for how to handle some of the challenges.
General
Items have both hardness and hit points, but HeroLab does not track them now. It is easy enough to write the amount of damage in the margins of a printed character sheet, but there is no way right now to track it in HeroLab itself.
Requirements
Challenges
Proposal
General
Items have both hardness and hit points, but HeroLab does not track them now. It is easy enough to write the amount of damage in the margins of a printed character sheet, but there is no way right now to track it in HeroLab itself.
Requirements
- Damaging an item down to 1/2 of its hit points should impose the Broken condition on the item.
- Some special attacks impose the Broken condition if any damage is done (Ex. Babau Demon's slime)
- An attacker damaging an item can choose to destroy it, or leave it with 1 hit point, if the Sunder attack would reduce it to 0 or less hit points.
Challenges
- The information is scattered in the rulebooks, and much must be inferred (see Table 7-12, 7-13, and 7-14 page 175 in the Core Rulebook). These tables in the Equipment chapter of the Core Rulebook define the typical hardness and hit points for example weapon types, but these do not align with other weapon groups (such as from Fighter's training groups). Individual magic item types (potions, scrolls, rods, staves, wands) provide specific values to use, but wondrous items can be anything.. so there is no standard for them.
- The ability to use special materials also complicates things, requiring that you reverse-engineer the standard weapon hardness and hit points to find the thickness of "metal" so that the proper proportional hit points from the special material can be used.
- Using speical materials does not always improve the entire weapon. A wooden-hafted weapon gains no benefit from changing the metal part from "steel" to "adamantine", because the hardness and hit points are based on the wooden haft.
- Sizing matters. Armor, weapons, and shields divide their hit points by 2 for each size below Medium, and double for each size above Medium.
- Each +1 of a magic weapon's enhancement bonus adds +2 to hardness and +10 to hit points. There is no similar note regarding armor.
- Having a counter show up for each item would make the In-Play tab unusable.
Proposal
- Ideally, only those Items which have taken damage should have a tracker appear to track how much damage it has taken. Placing a checkbox similar to the "Equipped" checkbox on the Item's entry could toggle the appearance of the tracker. The Maximum value of the tracker would be the hit points of the Item.
- Hardness is mostly informational, and could be added to the tooltip window with Cost and Category for every Item.
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