So this actually leaves me with a few extra questions. I get the reasoning behind doing it that way, i.e. not wanting us to cheat our way past a rule, and that's fine from a game mechanics standpoint, but it begs the question of what's so special about equipment vs other items? By that, I mean if I'm inhabiting my character's shoes and trying to stay immersed:
- I have just a random steel rod, let's say it's like 3 feet long and 4" in diameter. Somehow or another, it splits in half. Well, that split is only 4" long, so I can easily mend it back together.
- By contrast, I have a longsword. Same material, roughly the same dimensions, and let's say the blade snaps. Should I not also be able to mend that back together?
It feels like there shouldn't really be any distinction between the two. Having said that, it kinda feels like the intent is that sure, mending could physically put the sword back together, but you'd still have to do a maintenance check. But then that begs the question of whether it's still a check for a broken item or is it just damaged now? To answer that, is the mending done as part of the maintenance check and the split is only mended if I succeed? Or is it mended before I make the check and thus it is now one piece before I begin maintenance? If the former, why wouldn't it work that way on, say, the aforementioned steel rod? Perhaps a bit of a rewrite of the spell might be in order to clear some of that up. It could be as simple as just putting the last line first:
"You gain an expertise die on maintenance checks and are able to make the check even if you do not have the necessary tools. If the check is successful, you also..." insert rest of spell text here. That way, the primary effect of the spell is to make the maintenance check easier and only if you succeed on the check does it mend the thing. That sounds like a nerf, and it kind of is, but like... mending cloth is a DC 5, so if you're just trying to fix a shirt, you'd have to roll really, really poorly to fail. And the main benefit is that the rules are applied consistently to items instead of having an arbitrary distinction between adventuring gear and household items.