Saturday, 9 May 2026

A Bigger World Than You

While chatting with a player in my Pathfinder game (Necropolitans), the topic of mindless* undead creatures came up as possible threats they'd deliberately choose to engage if detected, even when not necessary for their objective, because they posed a threat to innocents and definitely lacked any sense of morality.

Considering my options, I availed myself of the frankly terrible search capabilities for monsters, and checked the most powerful mindless undead. It was CR 8. And it's really an ooze.

Tuesday, 5 May 2026

GURPS security glass

How hard is it to break a window?

Roger has already discussed this at length, but noted the lack of stats for any form of strengthened glass - except specific cover DR figures, with no details of weight or HP or DR, when military-grade glass is used to protect pilots in certain vehicles. With reinforced glass (toughened, laminated, you name it) now the norm for doors and windscreens, and widely used in civilian applications, this is an irritating omission.

So let's find out: How tough is security glass? I chose this video at random.

The security glass here is two 4mm-thick sheets connected by laminate film. That's slightly thicker than the standard 1/5" glass from the Structural Damage Table (p. B558), which is plate glass. That has DR 1, pseudo-ablative, and 3 HP, and is Brittle. This glass... is rather different.

Three 4kg balls dropped from 9m is, in GURPS terms, three 9 lb. homogenous objects dropped from 10 yards. The Object Hit Point Table gives 16 HP for these objects. Consulting the Falling Velocity Table (p. B431) we get a velocity of 15. With the damage equation (HP x velocity)d/100, we get 240/100, or 2.4d of damage per ball. On average, each inflicts 10 damage.

The window survives these impacts, absorbing 30 HP of damage. It's clearly damaged, indicating that its DR doesn't resist 10 damage but actual injury (that is, loss of HP) has occurred. Nevertheless, it hasn't been destroyed as an object. You can still look through it, and solid objects can't pass through it, let alone a burglar. If it were typical plate glass, it would have made three HT rolls to avoid destruction, at HT-2, HT-5, and HT-8 respectively, the last nearly impossible.

We could say that HP have increased. We could also say that the security treatment has increased its HT and made it less likely to fail rolls and "die", though increased HP also does this by making it harder to penalize the HT roll. It has also removed the Brittle limitation from the glass, since the film stops it from shattering into tiny fragments the way that disadvantage works (p. B136). Instead, like a wooden door or a concrete wall, it's suffering damage but remaining broadly functional, and will eventually be too flimsy and broken-apart to act as a barrier.

The glass also takes ten axe blows to break through. This doesn't clear it, but after this it would be relatively easier to strip the glass out of the frame. An axe does swing+2 cutting damage, which for a typical human (the presenter doesn't look notably strong or weak) is 1d+2, or 5.5 damage on average. Assuming the same pseudo-ablative DR 1, which is gone after the first cutting attack, he does 51 damage by the time he breaks through the window, and like the ball test, it's still not destroyed.

If damage exceeding the object's HP is sufficient to create a hole, it looks like the security glass is roughly equivalent to a 3" wooden door (DR 3*, HP 33).

Honestly, composite material makes it complex to stat up - you'd probably want two separate sets of stats for the rigid glass and the flexible, rubbery laminate. Blunt objects shatter the glass easily but struggle to damage the laminate. Cutting attacks sever the laminate once they've got through the glass, though it's still hard work. Bullets and other hard piercing attacks can get through fairly quickly but do very little damage (effectively, they're dealing with the glass as cover DR, not really attacking it). And soft things bounce of it with minimum damage anyway. GURPS could in theory handle this, but it's below the necessary resolution for most use cases, which are "how difficult is it for me to get through this barrier" or "how long do I have before the zombies break through this glass door?".

Based on what I've seen here, it seems like an ordinary person punching at security glass should have no effect whatsoever unless they are phenomenally strong. A punch does thrust-1 crushing damage, and anyone below ST 15 tops out at 1d, so DR should probably be 3-5 (I don't have an assortment of friends of varying strength to test their punching abilities on security glass and break their knuckles, oddly enough). To be fair, I don't think I could punch hard enough to damage any modern window - perhaps some of those thin, single-glazed Tudor ones. I remain sceptical about pseudo-ablative DR for glass, too.

Yerwhat, you cry? Pseudo-ablative DR (p. B559, not using that term) is a special form of DR for... basically non-metal objects. Repeated pointy attacks that do 10 or more points of damage to the same spot reduce DR by one each. Repeated cutting, bashing, burning etc. attacks simply remove DR as though it were hit points!

There are lower limits for wood and stone (you can't reduce DR to less than 1 for wood, for example), but honestly, I am very sceptical that by repeatedly punching a door I could eventually smash it. Glass has no limit, so in theory anyone can slowly punch their way through glass of infinite thickness (you'll want gloves). I'm not sure why this exists except to make very bullets and knives slightly less effective against objects by effectively giving things more hit points against bullets and knives. I mean, they hadn't invented Damage Resistance (Piercing and Impaling Only) yet. It's weird and complicated and I'm not at all sure it's convincing. You get things like "it's easier to chip a hole through this stone wall by hitting it with an iron sphere in the same spot than by hitting it with a chisel in the same spot", which are nonsensical.

In fact, looking at it, that is very clearly exactly what it's for. It superficially looks like it must be to allow for repeatedly striking the same place to chip through, but in that case the results are exactly backwards: fire and hammers and acid are more effective drills than the actual tool you use for this job. Object DR scales linearly with thickness. You have a weird edge case of some materials having flat DR that scales, and others having non-scaling actual DR (wood, glass, stone) plus extra hit points against piercing and impaling weapons. A sheet of iron is much harder to damage at all if it's thicker, but nothing else is. This makes some sense for really thin metal, but surely you can say the same for any very thin substance vs. something thicker? I could punch through a sheet of 1/100" inch oak easily but a two-inch oak wall will break every bone in my arm without budging an inch.

The thing is, you can also drill through solid steel with a sufficiently hard tool, just like you can through stone, or wood, or earth.

I think any system that really handles very hard and tough materials, and dense materials, and things you can chip away at, and very thin and very thick materials, would be very complicated.

I dunno. I'm not here making GURPS: Breaking Things, am I? Let's move on.

I'm not here to overrule the rulebook, so let's stick with their concept. Considering that the blunt object is notably not very good at smashing the glass, I'd probably suggest that ordinary security glass (1/5" to 2/5", for GURPS purposes) has DR 5*, 30 HP, cover DR 4.

Wednesday, 15 April 2026

Smashing news (Grommit)!

So I didn't get round to posting about it, but I recently put out a new supplement, Expanded Object Damage Rules for Pathfinder 1e. Basically a comprehensive summary, streamlining, and compilation of everything in Pathfinder related to demolishing objects, whether using tools, magic, attacks, combat manoeuvres, or brute strength of the old "bend bars, lift gates" variety. I'm quite pleased with it.

I've just been pointed at a post on ENWorld which is an absolutely lovely review, which I will post here largely for my own validation, but also for anyone considering picking up this supplement. They also say nice things about my Expanded Fire Rules!


Alzrius

I recently picked up Librarians & Leviathans' PWYW supplement, Expanded Object Damage Rules for Pathfinder 1e, and I have to say that the author, Shimmin, is my kind of crazy!

Reinventing an oft-overlooked area of the PF1 rules isn't new territory for Shimmin, as he also wrote (the exceptional) Expanded Fire Rules for Pathfinder 1e, but here he's gone to new heights. For one thing, he nicely consolidates the various areas where the rules deal with breaking things; no more having to flip around between the rules for sundering objects, the hardness of various materials, and break DCs. Moreover, he expands on the broken condition, adding in things like a broken focus (for a spell) gives the spell a 20% failure chance, or a broken extradimensional container is inaccessible.

He also nicely clarifies several areas where the rules were either so niche that they were incredibly easy to miss, or were lacking altogether. For instance, there are expanded sections on damaging objects using tools (e.g. saws, drills, etc.), and penalties (albeit very minor ones) for trying to beat an object's break DC to represent that level of heavy exertion. There are even a few new feats (such as Splinterstrike) and spells (such as adamant ward) related to protecting or destroying things.

There's a lot more than what I've listed, of course (e.g. rewriting the rules about how much extra hardness and hit points enchanted weapons and armor get), but that covers the bulk of what's here...until we come to the big one.

See, this product is nearly one hundred-forty pages long, and the aforementioned sections don't take up even a quarter of that. So what's the rest of the space for?

As it turns out, Shimmin has also included a table with every magic item in Pathfinder 1E as well, including its caster level, material composition, hit points, hardness, and break DC (the latter three all using his revised rules). The result is a one-stop shop for where to look if your PCs want to break something.

Now, there's obviously a few caveats to the "every magic item" thing, since some (like potions) are interchangeable, while weapons and armor are going to vary based on precisely what degree of enhancement bonuses they've been given. But even so, this is a massive undertaking, to the point of being mind-boggling, and I'm honestly a little in awe of the sheer amount of work that went into this. Here's a product which goes the extra mile so that you don't have to! And given that it's PWYW, there's really no good reason not to pick this up.

If you're a PF1 player who's looking for a break, this is the book for you.


My heart, it is warmed. It's really nice to see reviews and know that somebody, somewhere, cared about a thing you did enough to tell people about it.

Sunday, 22 February 2026

Contending with high-level play

Before anyone embarks on this blogpost, be aware that Shim is writing this in the middle of the night, having entirely failed to get to sleep, and may not be particularly reasonable right now.

Friday, 20 February 2026

Three Men in a Horror Story (to say nothing of the dog)

I'm slowly working my way through the British Library's Tales of the Weird series, as I've picked up a few and kind relatives have sent me others (What can I say? They know me).

Friday, 6 February 2026

Prepping for highly mobile encounters

My Necropolitans campaign is, I imagine, quickly approaching a confrontation between the PCs and another of their (many, many) enemy factions. Naturally, as the GM, I want to prepare properly for this. Suitable ranks of lowly mooks must be arrayed to hurl at them in futile battle, and Named NPCs must be properly conceptualised and characterised.

Friday, 30 January 2026

Book Review: The House of Secrets

Children's fantasy, by Chris Columbus and Ned Vizzini.

I must have picked this up a while ago in a bookshop, though I don't remember exactly when. It's a children's portal fantasy adventure novel involving magical books, and I mean, who doesn't like that? I'll say upfront that I am not the target audience, but I have read lots of childrens' fantasy in my time and have no quibbles with it in general.

We got off to a bad start when I pulled it off the shelf and spotted it was blurbed by That Woman. I tried not to let that prejudice me unduly.

In summary: Kids move to a creepy house, magic happens and they're isekai'd to deal with monsters and hazards brought right out of books - specific books they have available. There's a plot here about an evil tome of temptation which they could give to an evil witch to get home, if they just act selfishly enough for it to manifest. I like me some evil tomes, as regular readers may recall. From here they roll from peril to peril, eventually escaping.

So it's an okay children's adventure book, a genre where it isn't reasonable to expect wildly original plots or extreme subtlety. Still, I'd have liked some of one of those. "You are thrown into an actual book" isn't new, menaced by evil pirates isn't new, and an evil witch trying to force-tempt you into using the malevolent evil artefact on her behalf isn't new. Three siblings of various ages is pretty standard too, and the authors do a poor job at differentiating them except during their own dedicated scenes. The boy likes computer games and desperately wants a gun (well, he's American), the older girl wants to be seen as mature and is a Keen Reader, the younger girl wants to be taken seriously and is childish, innocent, yet wise enough to save the day at crucial moments. Unfortunately none of them has a particularly distinctive voice, and they tend to blur together during the story. It often felt like any of the three could have taken any particular action. The older girl gets fixated on a fictional fighter pilot they encounter, despite all the weirdness and tragedy they're caught up in, but also has occasional major tantrums that feel completely out of character. After spying for quite some time on a gang of extremely obviously dangerous armed bandits, the eight-year-old suddenly rushes to physically attack them because one of them talks about eating his horse.

Okay, characterisation is extremely thin for a book clocking in at over 500 pages - then again, there's a lot of adventure to cram in. So much, in fact, that they have no time for much reflection, even when they get a vision of their home with indication their parents are dead. There's a brief scene of sadness but we're quickly back to the next big action scene. We leap from mundanity to witch to banishment to evil raiders to giant to pirates to witch again to weird supervillain battle in a conveyor belt of action sequences with no breathing space. Nothing has any time to sink in, and none of the people they encounter have enough time to feel like more than flimsy sketches. In fairness, the premise of "three books mashed together" and magic makes me willing to accept the implausible way these all link together. Similarly, they're in a book world, so some things working on book logic does make sense. A stronger writer would have perhaps made it more obvious what was working on *diagetic* book-logic, what was working on book-logic we're meant to accept within the genre, and what was meant to be convincing.

Given the theme of temptation to bad impulses, it's a bit hard to tell in places whether characters are doing unwise things because they're human, because they're teenagers with poor impulse control, because of the Evil Book's influence, or if the writing's just unconvincing. Do we really stop to eat the obviously enchanted evil food that little sister is warning us explicitly not to eat, while we are supposedly trying to rescue our two friends from being tortured to death? Do we give a grenade to the tween in case he happens to need a grenade? At least the bit where kiddo randomly wanders off to detonate that grenade we can explicitly ascribe to the Evil Book.

It's cinematic, to the point that at times I felt scenes weren't really working when written down, but would on-screen. I see other reviewers have pointed out that Columbus is a director and that makes sense - I suspect they are fishing for a film adaptation. Similarly, the lack of characterisation and internal depth makes sense for a film where internal depth is very hard and where it's easy to depict a lot of action quickly. Even the length of the story fits that well: in general, the character development, dialogue, internality, and background detail that are quick to depict in writing take a lot of time to show on screen, whereas the detailed action that is quick to show on screen take a lot of page count to write down. If you took an average-length fantasy action film and wrote it all down in detail, you'd get something like this book.

I haven't read a book for this age group in a while, and I do remember there being lots of menace and fairly detailed threats even in decades-old books, so "I'm going to cut off and eat your fingers" isn't too out there, nor is the room made from human bones or the references to torture. However, there's an explicit description of an eye being ripped out (and several mentions of eye-violence), and I was surprised by the actual on-page murders. There's one line that vaguely felt like a hint at sexual violence, but on rereading I think it's meant to be more generic menace but at the girls specifically. So I don't think it's more violent than other books of the genre, but it did feel more gory and more explicit. Maybe I'm just out of touch. However, other reviewers touched on the gore element and violence too.

There isn't a great deal of the kids using cleverness or solving problems themselves, as they're largely rushed from problem to problem. They have a few clever ideas in the moment, but mostly survive by chance, never having any proactive ideas or planning anything. I don't think that would appeal much to me as a younger reader.

The ending of the book is a bit weird, in that it turns out the solution to all their problems is simply to use the evil book of evil to bring them safely home and restore their parents from the dead. I might have missed something, but it was specifically stated that the original Evil(?) Guy got horribly disfigured from overusing the evil book - our heroes have no such downsides. It does make sense that they might resort to it given the desperate situation. However, we've basically gone through this sequence:

  1. Witch wants us to use the evil book! We should try to find it, maybe!
  2. The book is obviously very evil! But maybe we should still do it as we have no other options!
  3. No, it's even more evil than that!
  4. Don't let her have it!
  5. Even her evil dad is trying to stop her getting at the evil book!
  6. OK we used the evil book to fix everything with no discernable downsides lol.

I can't help but notice also that while wishing for things to be restored, they bring back from the "dead" the entirely fictional boy that Girl A had a crush on, but don't bring back the actual living woman who had been murdered twice, first by original Evil Guy for discovering his secret, and then again inside the book where she'd somehow ended up as a corpse and then been brought back to life by [handwavy], just like the other skeletons who are also brought back to life by [handwavy]. I mean, it's a children's book, but that feels like one heck of an oversight.

Definitely not one where I'm going to investigate the series, or indeed hang onto this one. I hoped there might be something I could mine from this for gaming, but no, I don't think so. Wouldn't recommend it to any of the children I know either. If they're desperate for reading material and it's in the library, and they aren't particularly squeamish? Sure, why not.

Saturday, 24 January 2026

Laws for Fantasy RPGs

One of the general assumptions of fantasy RPGs (and, okay, many RPGs in general, but it's far more visible in fantasy-historical settings than, say, modern mystery campaigns) is that there aren't really any laws.

No, wait, hear me out.

Necropolitans, episode 60: Spooning the guy in the bed

The undead continue to bother the innocent inhabitants of a remote hotel during a blizzard, in Episode 060: Spooning the Guy in the Bed.