The players will often encounter situations in which it is important that a
stronghold be broken into. In these situations, the overall employment of siege
tactics should be secondary to the thrill and glory of the players going
"mano-a-mano" with their foes. In other words, the battle should be the background
against which the players act. Sixteen months of siege may be realistic, but it
isn't much fun!
The critical point in a siege is that moment when the walls face a direct
assault. This is especially true in a role-playing adventure. The following table
simplifies this process of breaking down walls.
To use the table, the DM determines what type of wall is being assaulted, and
its closest approximation on the Table. Cross-reference the type of attack
being made and roll 1D20. If the resulting roll is higher than the number required,
the attack does no significant damage; if the roll is lower, the wall begins
to give way.
For each point below the required saving throw, the structure loses one cubic
foot of structure. For example, suppose a stone wall 10' thick fails its saving
throw by six points. The wall now loses a portion of its structure equal to
six cubic feet of area (i.e., a hole two feet wide, three feet high, and one foot
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