LastCenturion
2016-08-17, 04:55 PM
Anyone else feel like items shouldn't be indefinite? Per RAW, you can hit a wall of diamond with a club as much as you want and it won't break. You could ruling it, sure, but I want to make RULES for it. So I'm doing that. I relish suggestions, so please, criticize away.
ARMOR
Armor takes half damage from damage types to which it has resistance. Armor takes no damage from magical attacks. Weapons take damage equal to the armor's damage value 50% of the time when missing an attack on one wearing the armor. Natural armor has a damage score of 1d3. Armor Hit Points do not regenerate. When armor reaches zero hit points, it breaks; it takes eight times as long to repair, and no longer provides an armor bonus. Broken armor must still be doffed. Magic Armor takes one third damage from all sources.
Armor
Resistance
Hit Points
Damage
Material
Padded
Bludgeoning
50
-
Cloth
Leather
Bludgeoning
55
-
Cloth
Studded Leather
Bludgeoning
60
1
Cloth
Hide
Piercing
70
1d3
Cloth
Chain Shirt
-
80
1d4
Link
Scale Mail
Piercing
90
1d6
Metal
Breastplate
Bludgeoning
100
1d6
Metal
Half Plate
Piercing
100
1d6
Metal
Ring Mail
Piercing
150
1d6
Link
Chain Mail
-
200
1d6
Link
Splint
Slashing
225
1d6
Metal
Plate
Slashing
250
1d8
Metal
Shield
Weapon damage
200
1d3
-
WEAPONS
Melee weapons can take damage whenever they are attacked with and miss. When they take damage, they deal damage to the armor of the target they miss. Melee weapons neither take nor deal damage on a natural 1 roll. When a ranged weapon is attacked with, it has a 50% chance of taking 1 damage. On an natural 1, a ranged weapon takes 1d4 damage instead, with 100% certainty. Resistance applies to armor of certain materials. Weapon Hit Points do not regenerate. When a weapon reaches zero hit points, it breaks; it takes eight times as long to repair and cannot be used. Magic Weapons take one third damage from all sources.
Weapon
Resistance
Hit Points
Club
Cloth
20
Dagger
Cloth
25
Greatclub
Cloth
65
Handaxe
Cloth
50
Javelin
Link
35
Light Hammer
Metal
55
Mace
Metal
60
Quarterstaff
Cloth
40
Sickle
Cloth
45
Spear
Link
50
Battleaxe
Cloth
50
Flail
Link
50
Glaive
Cloth
45
Greataxe
Metal
80
Greatsword
Link
70
Halberd
Cloth
50
Lance
Cloth
50
Longsword
Cloth
50
Maul
Metal
55
Morningstar
Link
55
Pike
Cloth
40
Rapier
Cloth
55
Scimitar
Cloth
50
Shortsword
Cloth
50
Trident
Link
30
Warhammer
Metal
50
Whip
-
25
Light Crossbow
-
45
Dart
-
3
Shortbow
-
45
Sling
-
25
Blowgun
-
35
Hand Crossbow
-
50
Heavy Crossbow
-
60
Longbow
-
55
Net
-
10
Weapons made of different materials can be more durable, according to this table:
Material
Health Value change
Mithral
x2
Silver
+10
Adamantine
x5
Bronzex1.25
Bone0.25
Gold0.5
Glass1
REPAIR
Fixing items requires certain tools and certain training. You can only make a check to repair items if you are proficient in the relevant tools and have them on hand. To repair an item, make a check with the primary tools, or with the secondary tools at disadvantage. The check takes one hour of strenuous work and restores a number of hit points equal to the check result. You must not be wearing or wielding an item while you work to repair it. Magic items take eight times as long to repair and gain one half as many hit points. A broken magic item that is repaired loses its magic. The Mending cantrip can repair armor or a weapon if cast as a ritual, and when you cast it on an item you make a check as if you had the appropriate tools and were proficient in them, using your spellcasting ability instead of the normal ability associated with the tool. You restore a number of hit points to the item equal to the check. Magic Items cannot be repaired this way.
Item
Primary Tool
Secondary Tool
Cloth Armor
Leatherworker's Tools
Weaver's Tools
Link Armor
Smith's Tools
Mason's Tools
Metal Armor
Smith's Tools
-
Weapons
Carpenter's Tools
Smith's Tools
18 Aug 2016: Added data on materials @Ramsus, added the Mending cantrip to the Repair section.
18 Aug 2016: Revised the Mending cantrip in the Repair section to be cast a ritual instead.
18 Aug 2016: Added Bronze, Bone, Glass, and Gold materials.
19 Aug 2016: Revised durability on many ranged weapons @miinstrel.
ARMOR
Armor takes half damage from damage types to which it has resistance. Armor takes no damage from magical attacks. Weapons take damage equal to the armor's damage value 50% of the time when missing an attack on one wearing the armor. Natural armor has a damage score of 1d3. Armor Hit Points do not regenerate. When armor reaches zero hit points, it breaks; it takes eight times as long to repair, and no longer provides an armor bonus. Broken armor must still be doffed. Magic Armor takes one third damage from all sources.
Armor
Resistance
Hit Points
Damage
Material
Padded
Bludgeoning
50
-
Cloth
Leather
Bludgeoning
55
-
Cloth
Studded Leather
Bludgeoning
60
1
Cloth
Hide
Piercing
70
1d3
Cloth
Chain Shirt
-
80
1d4
Link
Scale Mail
Piercing
90
1d6
Metal
Breastplate
Bludgeoning
100
1d6
Metal
Half Plate
Piercing
100
1d6
Metal
Ring Mail
Piercing
150
1d6
Link
Chain Mail
-
200
1d6
Link
Splint
Slashing
225
1d6
Metal
Plate
Slashing
250
1d8
Metal
Shield
Weapon damage
200
1d3
-
WEAPONS
Melee weapons can take damage whenever they are attacked with and miss. When they take damage, they deal damage to the armor of the target they miss. Melee weapons neither take nor deal damage on a natural 1 roll. When a ranged weapon is attacked with, it has a 50% chance of taking 1 damage. On an natural 1, a ranged weapon takes 1d4 damage instead, with 100% certainty. Resistance applies to armor of certain materials. Weapon Hit Points do not regenerate. When a weapon reaches zero hit points, it breaks; it takes eight times as long to repair and cannot be used. Magic Weapons take one third damage from all sources.
Weapon
Resistance
Hit Points
Club
Cloth
20
Dagger
Cloth
25
Greatclub
Cloth
65
Handaxe
Cloth
50
Javelin
Link
35
Light Hammer
Metal
55
Mace
Metal
60
Quarterstaff
Cloth
40
Sickle
Cloth
45
Spear
Link
50
Battleaxe
Cloth
50
Flail
Link
50
Glaive
Cloth
45
Greataxe
Metal
80
Greatsword
Link
70
Halberd
Cloth
50
Lance
Cloth
50
Longsword
Cloth
50
Maul
Metal
55
Morningstar
Link
55
Pike
Cloth
40
Rapier
Cloth
55
Scimitar
Cloth
50
Shortsword
Cloth
50
Trident
Link
30
Warhammer
Metal
50
Whip
-
25
Light Crossbow
-
45
Dart
-
3
Shortbow
-
45
Sling
-
25
Blowgun
-
35
Hand Crossbow
-
50
Heavy Crossbow
-
60
Longbow
-
55
Net
-
10
Weapons made of different materials can be more durable, according to this table:
Material
Health Value change
Mithral
x2
Silver
+10
Adamantine
x5
Bronzex1.25
Bone0.25
Gold0.5
Glass1
REPAIR
Fixing items requires certain tools and certain training. You can only make a check to repair items if you are proficient in the relevant tools and have them on hand. To repair an item, make a check with the primary tools, or with the secondary tools at disadvantage. The check takes one hour of strenuous work and restores a number of hit points equal to the check result. You must not be wearing or wielding an item while you work to repair it. Magic items take eight times as long to repair and gain one half as many hit points. A broken magic item that is repaired loses its magic. The Mending cantrip can repair armor or a weapon if cast as a ritual, and when you cast it on an item you make a check as if you had the appropriate tools and were proficient in them, using your spellcasting ability instead of the normal ability associated with the tool. You restore a number of hit points to the item equal to the check. Magic Items cannot be repaired this way.
Item
Primary Tool
Secondary Tool
Cloth Armor
Leatherworker's Tools
Weaver's Tools
Link Armor
Smith's Tools
Mason's Tools
Metal Armor
Smith's Tools
-
Weapons
Carpenter's Tools
Smith's Tools
18 Aug 2016: Added data on materials @Ramsus, added the Mending cantrip to the Repair section.
18 Aug 2016: Revised the Mending cantrip in the Repair section to be cast a ritual instead.
18 Aug 2016: Added Bronze, Bone, Glass, and Gold materials.
19 Aug 2016: Revised durability on many ranged weapons @miinstrel.