Hey guys. In a one shot I plan on running soon, the players will obtain some force beads (https://roll20.net/compendium/dnd5e/Bead of Force#content), and I can easily imagine them throwing it in a doorway to prevent access (they aren't big on letting enemies run away). In my imagination, using a forcebead like that would cause destruction to the doorway and surrounding walls. Are there any rules/advice for how I should handle that? I use Roll20 with the Dynamic Lighting, so I'll need to take it into consideration when I put maps together.
Even if a Forcebead can't be used that way, is there any advice on this generally? I've not seen a lvl10+ campaign, but I assume at some point the players should get powerful enough that area destruction needs to be taken into account...
The Dungeon Master's Guide and DM's Basic Rules have a section on objects.
The initial force damage from the Bead of Force only affects creatures. How you want to handle the situation if the surrounding area isn't large enough for the sphere is up to you, since the rules don't say either way. You could decide the sphere only expands as much as it can, it clips through the walls, or it pushes against them, potentially dealing damage.
I've played with a couple groups that handle it a few different ways. Once, our party tried to collapse a cave on a demon and the DM rolled percentile dice to see how many HP the ceiling had. In a group I play with that does PvPs, we created rules regarding structural damage, and at what level the structures were weak enough to collapse or set fire. Personally, if I have players trying to destroy an object or building, I tend to role with what makes sense and what adds flavor to the story.
It's all about how you and your group of PCs want to play it!
I think this is one of those cases where it comes down to "giving" enough for it to feel meaningful but not enough for it to be abused. If the player's intention is to cause damage to the structure then let it happen, roll if you want, but have it happen in a way which is effective but perhaps not quite what the player intended. Maybe it shatters an urn on a side table, sending shards of porcelain flying at the players. Maybe the ceiling collapses in such a way that they're granted access to the rooms above.
If in doubt, try having it do something completely unexpected and by this I mean it's even fun to sometimes have it do something you've not planned for. I DM from the seat of my pants a lot and half of my enjoyment comes from letting things happen that I haven't planned for.
When my players attack inanimate objects, I let them make an attack roll to see if they damage it (there's a guideline to the AC of wood, metal, and other materials somewhere) and then let them roll damage when applicable. Generally I don't give the objects much HP, but for a thick floor or ceiling you should just do what makes sense. A few hits from an axe isn't going to break a 1ft thick stone wall. My players have also used non-combat ways to break stuff, like using the Mold Earth cantrip to excavate a wall.
I also use saving throws when it makes sense. You broke the ceiling? Make a DEX saving throw to avoid being hit by, well, chunks of ceiling. I would use common sense more than anything to make your rulings
When my players attack inanimate objects, I let them make an attack roll to see if they damage it (there's a guideline to the AC of wood, metal, and other materials somewhere) and then let them roll damage when applicable. Generally I don't give the objects much HP, but for a thick floor or ceiling you should just do what makes sense. A few hits from an axe isn't going to break a 1ft thick stone wall. My players have also used non-combat ways to break stuff, like using the Mold Earth cantrip to excavate a wall.
I also use saving throws when it makes sense. You broke the ceiling? Make a DEX saving throw to avoid being hit by, well, chunks of ceiling. I would use common sense more than anything to make your rulings
The guidelines for material AC / health are in the DMG
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Hey guys. In a one shot I plan on running soon, the players will obtain some force beads (https://roll20.net/compendium/dnd5e/Bead of Force#content), and I can easily imagine them throwing it in a doorway to prevent access (they aren't big on letting enemies run away). In my imagination, using a forcebead like that would cause destruction to the doorway and surrounding walls. Are there any rules/advice for how I should handle that? I use Roll20 with the Dynamic Lighting, so I'll need to take it into consideration when I put maps together.
Even if a Forcebead can't be used that way, is there any advice on this generally? I've not seen a lvl10+ campaign, but I assume at some point the players should get powerful enough that area destruction needs to be taken into account...
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The Dungeon Master's Guide and DM's Basic Rules have a section on objects.
The initial force damage from the Bead of Force only affects creatures. How you want to handle the situation if the surrounding area isn't large enough for the sphere is up to you, since the rules don't say either way. You could decide the sphere only expands as much as it can, it clips through the walls, or it pushes against them, potentially dealing damage.
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I've played with a couple groups that handle it a few different ways. Once, our party tried to collapse a cave on a demon and the DM rolled percentile dice to see how many HP the ceiling had. In a group I play with that does PvPs, we created rules regarding structural damage, and at what level the structures were weak enough to collapse or set fire. Personally, if I have players trying to destroy an object or building, I tend to role with what makes sense and what adds flavor to the story.
It's all about how you and your group of PCs want to play it!
I think this is one of those cases where it comes down to "giving" enough for it to feel meaningful but not enough for it to be abused. If the player's intention is to cause damage to the structure then let it happen, roll if you want, but have it happen in a way which is effective but perhaps not quite what the player intended. Maybe it shatters an urn on a side table, sending shards of porcelain flying at the players. Maybe the ceiling collapses in such a way that they're granted access to the rooms above.
If in doubt, try having it do something completely unexpected and by this I mean it's even fun to sometimes have it do something you've not planned for. I DM from the seat of my pants a lot and half of my enjoyment comes from letting things happen that I haven't planned for.
When my players attack inanimate objects, I let them make an attack roll to see if they damage it (there's a guideline to the AC of wood, metal, and other materials somewhere) and then let them roll damage when applicable. Generally I don't give the objects much HP, but for a thick floor or ceiling you should just do what makes sense. A few hits from an axe isn't going to break a 1ft thick stone wall. My players have also used non-combat ways to break stuff, like using the Mold Earth cantrip to excavate a wall.
I also use saving throws when it makes sense. You broke the ceiling? Make a DEX saving throw to avoid being hit by, well, chunks of ceiling. I would use common sense more than anything to make your rulings
The guidelines for material AC / health are in the DMG