5e SRD:Interacting with Objects

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Interacting with Objects

A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such as moving a lever, and the GM describes what, if anything, happens.

For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.

Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.

A character can also attempt a Strength check to break an object. The GM sets the DC for any such check.



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gollark: Also, filenames are not fixed-length, thusly things.
gollark: I want to avoid actually writing parsing code as much as practical.
gollark: Specifically, moving the per-file headers to go *after* the files or perhaps entirely removing them, and length-prefixing both actual file content and the per-file metadata.
gollark: <@309787486278909952> Given various difficulties with implementing another implementation of the decompressor, I'm thinking about some changes.
gollark: I have an idea for how to make them run even faster but I don't know if anyone would actually use it.
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