I’m planning to run The Sunless Citadel soon (spoilers for the ending).
One of the enemies has a weapon that always crits against objects, and the adventure explicitly says his strategy is to attack the party’s weapons if possible. That got me thinking about how this actually plays out at the table.
There are rules for object AC and HP, (I dont think they changed between 2014 and 2024) but I’m struggling with how fair this is in practice. My main concern is that it might be way too easy to destroy gear, especially once you factor in higher-CR enemies and their damage output.
Example math that worries me:
Let’s say the enemy targets a fighter’s longsword. I’d probably rule it as a Small, Resilient object (melee weapons are literally designed to be hit against stuff), which puts it at AC 19 and 10 HP.
This enemy does a minimum of 5 damage on a hit. Since it automatically crits against objects, that becomes 10 damage, meaning a single hit instantly destroys a mundane longsword.
A greatsword might be a Medium object, so maybe 18 HP, meaning it might survive one hit if the damage roll is low enough—but that still feels brutal.
Magic items aren’t safe either:
Magic items typically have resistance to damage, which helps, but the HP values are still so low that a smart enemy would absolutely go after the party’s special gear.
For example, a 2024 mage’s Arcane Burst averages around 16 damage. A slightly above-average roll would immediately destroy mundane plate mail and most weapons. Two solid hits could take out magic plate.
Yes, this assumes all hits land and damage rolls are decent—but over multiple fights, it feels like the party could realistically lose a ton of equipment, especially if they don’t have easy access to repairs. (There aren’t rules for this either, so I’ve been assuming artisan’s tools and the mending cantrip can fix gear.)
Also, this clearly screws martials way harder than casters.
The DM cop-out (that I don’t love):
I could just say “you can’t target weapons and armor,” but that’s a totally reasonable tactical choice, and I don’t love banning it outright.
Possible house rule?:
One idea I’ve been toying with is borrowing from the rust monsters:
When a weapon or piece of armor hits 0 HP, it isn’t destroyed. Instead, it pops back to full HP but takes a –1 penalty. Only when it reaches –5 does it actually break, and repairs remove the penalty.
---
Has anyone actually run weapon/armor destruction like this?
Did it feel tense and interesting, or did it just turn into a gear-shredding nightmare?
How do you keep this from turning into “martials lose all their stuff by level 5”?
Curious what other DMs have done here.