那麼我反問,raw 那裡有提到閾值可以用在非大型物件?
閾值可以用在非大型物件 也只是你的理解,好嗎? 你注意到這事回力標嗎?
原因很簡單:Rules Discussions一節就明說了DM裁決,所以即便官方白紙黑字寫了禁止DM都有權力討論並修改,這就是5E,更何況規則沒寫禁止?
正如你說的,就算不看別的內容,沒寫就是沒寫,但這不是迴力鏢。
否則我就這樣問:果園沒說大匕首你可以發文,所以按RAW是禁止嗎?畢竟果園也禁止灌水、引戰,按照推論大匕首應該不能發文?
怎樣說。討論規則時,拿rule zero 出來講其實挺沒意義的
畢竟所有規則設定不完善的地方,都可以說,GM 有義務和權力修正
令我如果要談rule zero , 那麼你所有指責《我用私設》,我都可以解釋為這是rule zero
看。這樣討論就沒意義了。大家的rule zero 是平等的
我主觀地,認為規則過多需要GM 修正,是不負責的表現
比如物品破壞規則,加入傳統DR 就可以輕鬆解決。衛生紙偏偏用ac 系統,留下 徒手打爆铁链 這種問題
而且 徒手打爆铁链 也不是多麼刁鑽的情景。只要涉及到冒險者被俘虜,或者救出俘虜就可能出現 徒手打爆铁链 的情況
您要不看看书呗?
請問你怎樣看规则有 体积 和 HP 的参考 
Object Hit Points
Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, 10-ft.-by-10-ft. window) 5 (1d10) 27 (5d10)
那么关于铁链的例子你怎样看?
即使按照住medium , resillient , 最多就32 HP
19HP 32HP , 一轮6秒,要不要帮你算算普通人需要多久才能打爆铁链 
Large 的铁箱也最多只是50HP 
铁箱 9999999999999999999999999999999999999999999999999999999HP 
什麼homebrew 私設铁箱
哟,我上面才提过这个规则呢。您是瞎了?
When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.
An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.
An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.
不看书别出来律
對對對。rule zero 最大
你對

伤害阈值 能不能用在小型物件是rule zero
甚至乎,大型物品需一需要用伤害阈值都是rule zero
雖然官方規則,伤害阈值總是和大型物件一起出現就是了。
畢竟原文是
Damage Threshold: Big objects such as castle walls
often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points.
機靈地用 often