Item degradation and repairing - a simple house rule
Posted: Thu Feb 19, 2015 12:18 am
As a premise, I realized that Craft is the only skill that is not used for any standard Adventuring mechanic (Journeys, Combat and Interaction), and in my experience it has always been exceptionally rare to make rolls for it and impact the game significantly. It's a very secondary skill, but I believe that in a Tolkien-ish imaginarium it should be one of the most important.
Then, in a resources-intensive game like this, I see fit that while characters get fatigued after journeys, equipment gets degraded after use.
So I came up with this rules about item degradation and repairing. Sorry for my bad english in advance.
Armors and Helmets: Whenever an Eye icon is produced on the Feat die while making Protection tests, the armor gets damaged (whether the test that produced the icon was a failure or not). The armor may or may have not impacted the blow successfully, but it has been now perforated or crushed. A damaged armor suffers a cumulative penalty of -1 to Protection tests until it is repaired.
Weapons: when an Eye icon is produced on an attack roll, the weapon gets damaged (whether the roll that produced the icon was a failure or not). The blade gets chipped after hitting the opponent’s shield or weapon, the handle partially cracks after a violent blow, or the string gets damaged after pulling. A damaged weapon suffers a cumulative penalty of -1 to its Injury rating until it is repaired.
Shields: a shield may be broken after a successful Called Shot by some opponents’ weapons (no change in rules).
The characters have the following options to repair or substitute broken equipment:
1) With a Frugal or Martial Standard of Living, the character may have one piece of equipment completely repaired or substituted during his Fellowship Phase, but only if he is spending the Fellowship Phase within his Culture.
With a Prosperous Standard of Living, the character may have one piece of equipment completely repaired or substituted during his Fellowship Phase. The piece of equipment may be also that of another Companion instead, if he wishes so.
With a Rich Standard of Living, the character may have up to two pieces of equipment completely repaired or substituted during his Fellowship Phase. One or both of the pieces of equipment may be also those of another Companion instead, if he wishes so.
2) As a Fellowship Phase Undertaking, the character may attempt to repair additional equipment with a Craft test (TN 14). On a normal success, he removes 2 points of penalties from weapons and armors, or he repairs a shield. On a Great success the penalties removed increase to 4 points, and on an Extraordinary success the penalties removed amount to 6 points. He can distribute these points as he wishes among his items (for example, if he obtained a Great success, he can remove 3 points of penalties from his weapons, and 1 point of penalty from his helm).
3) During the Adventuring Phase, given enough time a character may attempt to jury-rig his damaged equipment with a Craft roll. This has the same effects as described above, but it is made against TN 18 and it removes half the penalties (1 point with a normal success, 2 points with a Great success and 3 points with an Extraordinary success).
Feedback would be really appreciated!
EDIT 19/02: extensive modifications after the first feedback. Keep commenting please
Then, in a resources-intensive game like this, I see fit that while characters get fatigued after journeys, equipment gets degraded after use.
So I came up with this rules about item degradation and repairing. Sorry for my bad english in advance.
Armors and Helmets: Whenever an Eye icon is produced on the Feat die while making Protection tests, the armor gets damaged (whether the test that produced the icon was a failure or not). The armor may or may have not impacted the blow successfully, but it has been now perforated or crushed. A damaged armor suffers a cumulative penalty of -1 to Protection tests until it is repaired.
Weapons: when an Eye icon is produced on an attack roll, the weapon gets damaged (whether the roll that produced the icon was a failure or not). The blade gets chipped after hitting the opponent’s shield or weapon, the handle partially cracks after a violent blow, or the string gets damaged after pulling. A damaged weapon suffers a cumulative penalty of -1 to its Injury rating until it is repaired.
Shields: a shield may be broken after a successful Called Shot by some opponents’ weapons (no change in rules).
The characters have the following options to repair or substitute broken equipment:
1) With a Frugal or Martial Standard of Living, the character may have one piece of equipment completely repaired or substituted during his Fellowship Phase, but only if he is spending the Fellowship Phase within his Culture.
With a Prosperous Standard of Living, the character may have one piece of equipment completely repaired or substituted during his Fellowship Phase. The piece of equipment may be also that of another Companion instead, if he wishes so.
With a Rich Standard of Living, the character may have up to two pieces of equipment completely repaired or substituted during his Fellowship Phase. One or both of the pieces of equipment may be also those of another Companion instead, if he wishes so.
2) As a Fellowship Phase Undertaking, the character may attempt to repair additional equipment with a Craft test (TN 14). On a normal success, he removes 2 points of penalties from weapons and armors, or he repairs a shield. On a Great success the penalties removed increase to 4 points, and on an Extraordinary success the penalties removed amount to 6 points. He can distribute these points as he wishes among his items (for example, if he obtained a Great success, he can remove 3 points of penalties from his weapons, and 1 point of penalty from his helm).
3) During the Adventuring Phase, given enough time a character may attempt to jury-rig his damaged equipment with a Craft roll. This has the same effects as described above, but it is made against TN 18 and it removes half the penalties (1 point with a normal success, 2 points with a Great success and 3 points with an Extraordinary success).
Feedback would be really appreciated!
EDIT 19/02: extensive modifications after the first feedback. Keep commenting please