FuzzyBoots wrote:I want to say approximately page 167
Nailed it. The Section "Damaging Objects" begins on page 166.
The thickness rule states:
The Toughness scores given on the Substance Toughness Table
are for approximately one inch of the material. Heavier objects lower their thresholds on the Toughness Saving Throw Table
(see page 70) by 1 per increase in thickness on the Time and Value Progression Table
. So one level of increase means the object is “disabled” if it fails the save by 11 or more and destroyed if it fails by 16 or more. So a foot-thick stone wall has Toughness 8, but it must fail a Toughness save by 13 or more to be disabled, 18 or more to be destroyed. This means heavy objects can generally suffer more hits and heavier damage before they’re disabled or destroyed.
FuzzyBoots wrote:assume concrete with steel is Toughness 8
I agree with this as stone is 5 and steel is 10. Average of 7.5 rounded up to 8.
Let's assume the floor is about two feet thick (although it is probably less). That is four steps up the T&V Progression Table. So the Toughness save chart for the floor looks something like this:
Fails by 9 or more > > > > “Injured” - -1 to further saves
Fails by 14 or more > > > > “Disabled” - hole punched in it
Fails by 19 or more > > > > “Destroyed” - duh
Disintegration 8 used on the floor:
1. Roll an attack.
2. Hitting the unattended portion of floor
- Defense = 5 + the area of floor's size modifier
- For a five foot square of floor Defense = 5 (5 + 0 [for medium])
3. Object automatically fails its save.
4. Object's toughness is reduced by 8 to 0.
5. Floor makes a toughness save on a DC 22 with +0 (the new toughness save bonus)
6. Find result:
- on a roll of 1 -2 = destroyed and atomized
- on a roll of 3-8 = a hole is punched in the floor.
- on a roll of 9-20 = -1 to future toughness saves.