Equipment Damage

Post/Author/DateTimePost
#1

thorn-wychkin

May 16, 2009 21:52:16
In 4th edition I was wondering if any of you guys have any houserules to deal with equipment damage and repair
#2

ascottbay

May 17, 2009 1:18:12
I think the best thing to do would be to make it a part of the plot, than a mechanic. Create a monster that's known to render equipment unusable, or damage a very important sword ala Narsil from LotR, which requires a special quest or contact in order to repair it.

You have to ask yourself: "what does an equipment breakage system add to my game?"

If I asked myself that question, the answer would be "a waste of time."

If you and your group prefer realism or simulationism or management/regular upkeep exercises, and don't mind the extra accounting, your answer might be different. Regardless, you still need to ask yourself why you add something, or why you want to try something different. Not saying you haven't, but you also haven't stated your objective here. ;)
#3

thorn-wychkin

May 17, 2009 2:53:42
I think adding it to the game adds realism and challenges. I find that adventures become dull when people can take things for granted. By adding an armour damage mechanic, it would force pcs to stay on their toes and come up with new strategies when gear breaks, or an item gets lost and they have no way of getting back to a town in time to rectify the problem.

anyway i was thinking I could give armor a toughness value based on its enhancment bonus which could be reduced by critical hits. so a +1 leather armor would have an endurance of 1 and after a single critical hit it would take a penalty of -1 until it gets repaired.
#4

demiteddybear

May 17, 2009 3:30:56
Well you could add some rust monsters, those definitely would make your group think of their armour, although I don't think they're in 4e, but if you do introduce them atleast you can make sure to remind them to keep good care of their armour but not have it happen often enough that they get tired of having to go out of their way to keep getting it repaired.
#5

thorn-wychkin

May 17, 2009 4:07:10
i wouldn't take it to extents where it becomes a constant burden. I would allow them cheap ways to deal with this problem out in the world when they have the time.
maybe i am just forcing what i have always desired when i adventure onto my players. i never felt any sense of challenge being able to always rely on my gear and have everything go exactly the way i plan. i'd love to have my items get lost or my rod broken because it would add a lot of flavour to my journeying and would open avenues for rp.
#6

nachtsieger

May 17, 2009 4:09:22
I think adding it to the game adds realism and challenges. I find that adventures become dull when people can take things for granted. By adding an armour damage mechanic, it would force pcs to stay on their toes and come up with new strategies when gear breaks, or an item gets lost and they have no way of getting back to a town in time to rectify the problem.

anyway i was thinking I could give armor a toughness value based on its enhancment bonus which could be reduced by critical hits. so a +1 leather armor would have an endurance of 1 and after a single critical hit it would take a penalty of -1 until it gets repaired.

If by "realism and challenge" you mean pointless minutiae, then sure.
#7

thorn-wychkin

May 17, 2009 4:19:52
If by "realism and challenge" you mean pointless minutiae, then sure.

no i don't mean pointless tasks. when i run a game i go for detail as opposed to just tossing in a whole bunch of small stuff. i'm not gonna just throw in armour damage at every point to bog down players. i don't about you but for me, never having to contend with an unknown factor isn't an adventure for me
#8

beholdergaze

May 17, 2009 6:51:17
I think adding a system of equipment quality would be simple enough. You could assign all equipment traits like new, used, worn, fragile, etc. With weapons, every time a natural 1 is rolled the item loses quality until it breaks on the last natural 1. Natural 20's rolled by monsters could degrade armor in this way.

I think the accounting should be done on your end since you want to introduce the system. Players who don't mind could keep track of their items simple enough by writing its condition next to it. Players who wish to could simply ask you what condition their items are in.

The only thing the players should absolutely have to keep track of is extra weapons in case theirs break during adventures.

Would magical items be subject to your system?
#9

thorn-wychkin

May 17, 2009 12:55:02
I think adding a system of equipment quality would be simple enough. You could assign all equipment traits like new, used, worn, fragile, etc. With weapons, every time a natural 1 is rolled the item loses quality until it breaks on the last natural 1. Natural 20's rolled by monsters could degrade armor in this way.

I think the accounting should be done on your end since you want to introduce the system. Players who don't mind could keep track of their items simple enough by writing its condition next to it. Players who wish to could simply ask you what condition their items are in.

The only thing the players should absolutely have to keep track of is extra weapons in case theirs break during adventures.

good idea
Would magical items be subject to your system?

yeah. magic weapons are all they are gonna have anyway
#10

Sinasilver

May 18, 2009 0:48:07
Beholder Gaze likely moved you in the right direction, however I do hold one issue with his suggestion. You'll quickly notice armor breaking down more regularly than swords. You have 4 players in every battle, rolling 1's here and there. And for each of those players, you have 4 monsters(obviously there's some assumption going on there. But I like minions :>).

Maybe I roll well, but I would be on average degrading the armor one rank every battle on at least two of my players. In a single adventuring day, I would be willing to bet at least one needed new armor. Especially if the defender keeps the attention of critters well.
#11

beholdergaze

May 19, 2009 10:44:48
You make a good point, so if items were degrading too fast then limit it to once a day. At that point, depending on how many grades of quality the item has, you're repairing once a week at least (you have to assume, on average, you're taking a crit once a day). This approaches the tedious realm and probably why developers haven't given it much attention.

Realistically, a few critical slices through leather armor would make it unreliable, while a few critical blows from a hammer would warrant repairs to plate. How realistic do you want it?
#12

thorn-wychkin

May 21, 2009 2:13:51
thanks for the input guys. yeah once a day does sound good. they get damaged but not so much that players have to be diverting a significant portion of their finances to do armor repairs each day