| Post/Author/DateTime | Post |
|---|---|
| #1alanstrangSep 24, 2010 21:56:59 | In the weapon breakage rules, it mentions that a magic weapon that is broken loses all its benefits until it is repaired.... However, in all the books I have, there is nothing about how to repair broken weapons. Is this a skill or would the hapless adventurer have to go to town to shovel out some money to get it fixed? How much would it cost? What skill could be used to make repairs? I was thinking maybe 1/5 the cost of the weapon, magical or not, in materials to repair. Maybe an Arcana check to fix a magic weapon or possibly Dungeoneering or Nature to fix a non-magic weapon. Is there a page I missed that covers this? ;) What are your thoughts? |
| #2Serow_DarkstarSep 24, 2010 22:34:01 | Well, there is the "Make Whole" ritual in PHB1. Aside from that... Well, I can't find anything! |
| #3dreamernautSep 25, 2010 0:14:44 | In the weapon breakage rules, it mentions that a magic weapon that is broken loses all its benefits until it is repaired.... Personally I think this could only really apply to metal weapons since you really can't repair bone or stone without the use of the Make Whole ritual. |
| #4tentagilSep 25, 2010 10:16:33 | I've not been able to find any repair rules in the books. Personally I just make it a mini skill challange type thing that a player can attempt during a long rest |
| #5angelus_obscuraSep 25, 2010 12:20:10 | Simple pimple. Like the posters above me said, use the Make Whole ritual. 20% of the broken item's cost, no mention or exclusion of magic items. Only caveat being the item must fit in 10 foot cube space. So it can be weapons, doors, clothing, etc. Besides, 1/5 of a magic item's cost is a small price to pay considering the actual cost to buy another one. Although, I have to point out that wooden weapons have never been ruled (in the core books) as breakable, esp the quarterstaff and clubs. Something to think about thurr. P.S. Our DM uses the "fixed enhancement bonus" optional rule (DSCS, 209), so we can choose not to get magic weapons or armor. I suggest bringing that up to your DM, and use the inherent bonuses for your weapons, and use the money saved for magical armor and other defensive gear (which has no chance of breaking, unless the DM makes it so). |
| #6chaosfangSep 25, 2010 17:23:57 | Earlier I was thinking that the Make Whole ritual might not even be readily available, given the rarity of magic items *and* the fact that with most rituals being under the Arcane or Religion skill -- the former being banned from most cities, and the latter almost completely unknown in Athas -- it kind of makes sense that this ritual would either be forgotten or just very hard to find (you know, with people condemning any arcane user even if they're preservers and healing and stuff, since they know nothing about Arcana and just say "it's magic! He's evil! Burn teh witch!!!", so records and practitioners would be well-kept secrets, unless you're associated with, or a member of, either the Templars or the Veiled Alliance... assuming they're willing to share that info with you...). YMMV. I'm thinking that repairing items isn't just limited to one ritual that a party member *has* to know. Perhaps the DM could have players roll Streetwise checks -- and maybe a Diplomacy/Intimidate/Bluff check with a few ceramic coins or extra-heavy clubs to loosen tongues -- to find someone skilled enough to repair metal weapons, with an even higher DC if the weapon is enchanted, since that would take either a skilled caster, or a blacksmith who has, unbelievably, worked with magical or superior metal... a blacksmith who is likely a Dwarf, given that some of them have worked high-quality metal (which is very rare indeed). The cost could be coins, but if this enchanter or blacksmith is very secretive or obsessed, it could be either a (mini) skill challenge convincing him to repair the stuff, or it could be a quest, be it for the components needed to repair them, or to help him out with something so he would work on the equipment (for free), for instance the Dwarf blacksmith needing a particular gem from a distant area to complete his current Focus, a finely crafted steel battleaxe, currently protected by two massive golems and a defiling worm... [ which then turns out to be the weapon the BBEG would be using against the party *evil grin* ] |
| #7angelus_obscuraSep 25, 2010 18:33:54 |
I honestly think a DM should not punish a player for trying to repair an item (most likely weapons). Or at least try to make item repair into an ordeal in itself. Also, rituals are not the sole domain of arcane classes. Psions can start with the ritual in their repertoire from level 1, and their methodology and ingredients could be totally different from their arcane counterparts. Hell, I would sell my ability to mend items, for a reasonable fee (and discretion if some Abigails are around smelling out "witches") And metal (extremely rare in Dark Sun) will not be easily breakable like the other substitute materials on Athas. If it does break, your character would not trust anyone he doesn't know to handle it and not keep it or sell it to someone else (and/or kill you for it). Metal makes you a target on Athas. :D |
| #8alanstrangSep 25, 2010 21:10:24 | Thanks for the replies! I totally missed the Make Whole ritual. Maybe they can find it as treasure later on. Or maybe a skill challenge to obtain it. After all, they're not supposed to be literate. ;) Actually, I will be the DM for the upcoming game. Just trying to put a plan together so I can answer questions that will inevitably come up. I will definitely be using the fixed enhancement rules, just haven't decided on which weapon breakage method to use yet. |
| #9BlarghySep 26, 2010 2:06:50 | Thanks for the replies! I totally missed the Make Whole ritual. Maybe they can find it as treasure later on. There's also the Martial Practice rules from MP2 (basically rituals for martial classes), which include gear repairing and forging. |
| #10captpikeSep 26, 2010 22:34:43 | if you have a swordmage in the party you could have him bond with the broken weapon, spend a hour fixing it then rebond with his old weapon ;) |
| #11tentagilSep 28, 2010 17:27:21 | With my group I decided to go with a house rule that if your weapon is broken they can try to fix it or juryrig together a new weapon. Then in the next encounter when they use it if they hit it counts as repaired (or in the case of a juryrigged weapon as whatever they were trying to create). If they miss it breaks and becomes an improvised weapon. I'm also using this to let my Thri-Kreen player make a Chatkcha. |
| #12imcgartyOct 03, 2010 19:07:03 | Is anyone doing altered damage for metal- steel in particular. Also, is anyone doing anything to account for increased metal strength and breakage. I had thoughts about a healing surge like quality for metal weapons- 3 for iron and 5 for steel. A one would remove each surge and they could be fixed with make whole or a skill check (still thinking about what skill). If no surges then weapon shatters or breaks |
| #13rahzOct 04, 2010 19:36:59 | There is also the Temporary Fix martial practice from MP2. Costs a healing surge and 10 mins and the items works like new for 24 hours. Not a 100% fix but enough for the group to keep going. What I'm doing is adding a saving throw to magical or metal items (as the players decided we should keep the breakage rule throughtout the campaign). Also considering adding a boon/training bonus at some point that as a daily might allow the player to burn a surge or action point (not sure which yet) to save the weapon from breaking. I want to keep the rule for flavour instead of keeping the players resourceless. |
| #14arrikOct 07, 2010 19:14:49 | In the DS game that I'm running, I've applied the following House Rules for weapon breakage. We're also using the "Inherent Bonuses" rule, as my DS world is magic-item light. 1) I combined the two critical-miss rules as follows: - If you roll a one, your weapon gains a "tombstone" - similar to the ones that a player gains by failing death saves. If your weapon sustains 3 "tombstones" it breaks, beyond repair. - You can choose to recklessly break your weapon, as described in the DSCG. 2) Repairing. Weapons can be repaired by those with the Martial Practice, "Master Artisan". This can reduce or, in some cases, completely remove "tombstones". If on the road, "Quick Fix" can be used to temporarily remove 1 tombstone. 3) I've included some alternatives for magical weapons, based around this: Giant Bone Long Bow This is a long bow crafted from a Giant's rib-bone. This bow is strong in attack, and resilient to damage. Qualities: Brutal 2, Do not gain tombstones on a critical miss. If recklessly broken, gains 1 tombstone instead (of a possible 5). 4) Non-magical armor critical rule. If a player is critically hit, they lose 1 point of AC. This can be repaired using the above methods at (2). |
| #15DontEatRawHagisNov 15, 2010 8:12:34 | I was reading the book on the subject of reckless breakage and it says to read chapter six on the repair rules. So far I've gone through the entire chapter and found nothing. Planning on having the reckless breakage rule in place where they choose to break weapons. If they repair it I upgrade it to the normal breakage rule of crit failure. |
| #16angelus_obscuraNov 16, 2010 11:25:34 | Haha, I just got another idea, albeit a silly one. Why not dip the weapon in Sovereign Glue before using it at all. Or apply/paint with brush an assembled broken weapon with the Glue. :D |