Through the course of adventuring, equipment, weapons,
and armor can become damaged causing a loss in performance.
Since the rulebook covers only weapon breakage (17.3)
we added a standard "weapon and armor durability"
check.
Here's how it works:
Weapons will become dulled or notched after successive
combats. Broken weapons are, of course, useless. It
is assumed that each character is taught the proper
care (cleaning, oiling, sharpening, polishing, etc.)
when they achieve their initial Rank with a particular
weapon. This care is usually performed while sitting
around campfires, standing watch, gossiping in taverns
or relaxing at the local Inn. Greater damage will need
to be attended to by a weaponsmith, etc.
Armor will become dented and damaged when subjected
to the similar duress which weapons suffer: the general
wear and tear of travel, the mud of the road, those
pesky little teeth marks from that encouter with the
goblins, that spear you should have moved aside for,
etc. Here it is assumed that the character knows how
to wash off mud, polish, repair a strap or two, bend
back a legging, or add a new "shoelace" when
the need arises. Anything beyond will need to be attended
to by one more proficient (an armorer, leatherworker,
etc.).
Like infection, it is suggested that weapons and armor
be checked for possible damage after each combat. The
base chance for weapons or armor to have sustained such
damage is 10%. The following modifiers apply:
Weapons:
- +5% if the weapon scored a successful strike against
metallic armor
- +5% if the weapon encountered a shield (this modifier
does not apply to bucklers or a main-gauche)
- +10% if the weapon scored "damage directly
affecting endurance" (subject to adjudication)
- +20% if the weapon scored a grevous injury (subject
to adjudication)
Armor:
- +5% if a successful hit was scored by a Class A
weapon
- +5% if the armor is metal and successful strike
was scored by a Class C weapon
- +10% if the armor is cloth or leather and a successful
strike was scored by a Class B weapon
Note that these modifiers are cumulative. If the damage
check is equal to or less than the modified percentage,
the item has been damaged.
Weapons that fail their damage check suffer a penalty
of -1 to the damage they inflict and a -5% to their
strike chance. These modifiers are cumulative. Armor
which fails to save will suffer a -1 in its protection
rating. The damage sustained for weapons and armor will
remain in effect until they are repaired by a weaponsmith,
an armorer, or by magic (or whatever the GM feels is
adequate for repair).
Weapons that fail their damage check suffer a penalty
of -1 to the damage they inflict and a -5% to their
strike chance. These modifiers are cumulative. Armor
which fails to save will suffer a -1 in its protection
rating. The damage sustained for weapons and armor will
remain in effect until they are repaired by a weaponsmith,
an armorer, or by magic (or whatever the GM feels is
adequate for repair).
The methodology to this rule is to further enhance the
sense of realism for the Player Characters. This will
obviously necessitate the need for returning to cities
or towns to find adequate repairs rather than spending
weeks or months at a time on adventures where smithies
and their kilns are not present. Other items, such as
saddles, clothes, ropes, carts, etc., could also undergo
similar checks as they are used, at the adjudication
and discretion of the GM. Obviously, items which are
not repaired will become useless if their deterioration
goes unchecked.
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