Kerilstrasz
2013-08-03, 05:17 AM
I was searching through my books but i couldn't find what i need.
My players often ask for more "realistic" situations in the sessions so i want to try equipment damage. At start only for armors and generally whatever they wear. Not items they hold and/or weapons.Because a warrior in full plate that for the last 1 ingame year takes a ruthless beating should have his armor beaten and repaired often.
So.. if there is a rule about this (not the one for magic dmg), plz ignore the rest post and be kind enough to provide book and page.
So.. what is my though..
I don't want to spent the entire session calculating hardness and Hp of materials so i though the following.
Assume character wearing: Chainmail, Dastana, small shield
Each item would have "Durability Points" according to its AC and enchantment modifier.
Something like..
+2 Chainmail : Base Points = 4(Base Item AC) + 10(5per +1M.Mod.) + X if rare material (haven't set the X yet but common metal is +1, rarest exotic Mat. up to +5, +0 if cloth,leather or wood)
So this chainmail would have 15 Durability points, that means it can absorb 15 hits (no matter how high the damage) before it breaks and become useless.
But when a piece of armor gets hit?
Assume character with AC 20. - 10 (BaseAC) + 4(Dex) + 6 (Armor)
So if a received hit, ranges from 1-14, then the char avoided the blow with his "evasion" only thus no dmg to equipment. If the hit ranges from 15-20 then a piece of armor negated the attack thus it takes 1 Durability point dmg. Which item? We use the order from the rule for magic dmg. At all times the armor is the last line of defense with the exception of active spells such as Mage armor that protects the character(thus the gear) from Durability dmg.
The price for repairing a damaged item is: ( Total Item's Market Price/2 ) / Durability Points Left
What do you think? (don't tell me that it would ruin the fun or it will need more book-keeping. My players asked for this, so i follow.)
My players often ask for more "realistic" situations in the sessions so i want to try equipment damage. At start only for armors and generally whatever they wear. Not items they hold and/or weapons.Because a warrior in full plate that for the last 1 ingame year takes a ruthless beating should have his armor beaten and repaired often.
So.. if there is a rule about this (not the one for magic dmg), plz ignore the rest post and be kind enough to provide book and page.
So.. what is my though..
I don't want to spent the entire session calculating hardness and Hp of materials so i though the following.
Assume character wearing: Chainmail, Dastana, small shield
Each item would have "Durability Points" according to its AC and enchantment modifier.
Something like..
+2 Chainmail : Base Points = 4(Base Item AC) + 10(5per +1M.Mod.) + X if rare material (haven't set the X yet but common metal is +1, rarest exotic Mat. up to +5, +0 if cloth,leather or wood)
So this chainmail would have 15 Durability points, that means it can absorb 15 hits (no matter how high the damage) before it breaks and become useless.
But when a piece of armor gets hit?
Assume character with AC 20. - 10 (BaseAC) + 4(Dex) + 6 (Armor)
So if a received hit, ranges from 1-14, then the char avoided the blow with his "evasion" only thus no dmg to equipment. If the hit ranges from 15-20 then a piece of armor negated the attack thus it takes 1 Durability point dmg. Which item? We use the order from the rule for magic dmg. At all times the armor is the last line of defense with the exception of active spells such as Mage armor that protects the character(thus the gear) from Durability dmg.
The price for repairing a damaged item is: ( Total Item's Market Price/2 ) / Durability Points Left
What do you think? (don't tell me that it would ruin the fun or it will need more book-keeping. My players asked for this, so i follow.)