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[CONAN] Equipment Deterioration
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<blockquote data-quote="Water Bob" data-source="post: 5779142" data-attributes="member: 92305"><p><span style="color: #0000ff"><strong>WEAPONS</strong></span></p><p> </p><p>So, what I am thinking is doing something like this: Once the combat encounter is over, and the PCs are stripping bodies and performing Short-term Care Heal checks, a check will be rolled for the equipment used during the combat. </p><p> </p><p>Now, this is done after the combat encounter. Don't mess with it during the encounter. This is a late-phase task.</p><p> </p><p>So, what's the check? Simply look at the weapon's Hardness and roll the next higher die available.</p><p> </p><p>If the PC used a cutlass (Hardness: 8 ), roll a d10.</p><p> </p><p>If the PC used a scimitar (Hardness: 10), roll a d12.</p><p> </p><p>If the PC used a staff (Hardness: 5), roll a d6</p><p> </p><p>The roll represents aggregate damage the weapon took during the combat encounter. Like any damage, subtract the weapon's Hardness value from the throw, and if any damage remains, apply it to the weapon's Hit Points.</p><p> </p><p>Using this method, harder items will get damaged less often than softer items.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="color: #0000ff"><strong>WEAPON DETERIORATION</strong></span></p><p> </p><p>Besides making the weapon easier to Sunder, other effects can be applied to the weapon (that will give it a lot of character). I look to the <strong>From Stone to Steel</strong> book for guidlines. There, it says that every 25% of its Hit Points lost results in a weapon deterioration roll. The book gives different charts for different materials. If you've got a mace made with a bone handle, then you'd pick which chart to roll upon (the iron or the bone chart) once the weapon has lost 25% of its hit points and needs a deterioration roll.</p><p> </p><p>For most weapons (all iron or steel), the following the chart will be used (roll once at 25%; a second time at 50%; and a third time at 75%, with the weapon becoming broken and useless at 100% hit point loss).</p><p> </p><p>So, for each weapon, up to three deterioration effects can be placed on the weapon.</p><p> </p><p><span style="color: #0080ff"><strong>Roll 1d6</strong></span></p><p> </p><p><strong><span style="color: #0080ff">Result 1-3 = -1 damage applied to the item.</span></strong></p><p> </p><p><strong><span style="color: #0080ff">Result 4-6 = -1 to hit to the item. </span></strong></p><p> </p><p>Metal dents, cracks, chips, warps, splits, when damaged, resulting in either less effective damage or an item that is harder to use.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="color: #0000ff"><strong>THOUGHTS</strong></span></p><p> </p><p>This system will slowly damage PC weapons, make PC smiths more valuable, and give PCs a reason to trade weapons or spend their wealth repairing their favorite weapons.</p><p> </p><p>The standard method of repair, using the Crafting rules, is used to repair items.</p><p> </p><p><strong>Tito's Trading Post</strong> has extended Crafting rules. <strong>The Warrior's Companion</strong> and <strong>From Stone to Steel</strong> both have rules for improving and customizing equipment. You might also want to check out the <strong>Barbaric</strong> supplements. So, if you want a Shield with spikes that will do more Shield Bashing damage, or if you want a sword with more HP than the "normal" model, these rules will help you.</p><p> </p><p>Also consider <a href="http://scarlet-blades.com/conan/Riddle%20of%20SteelSmall.pdf" target="_blank"><span style="color: #810081">CONAN: The Riddle of Steel</span></a> when customizing weapons.</p><p> </p><p> </p><p> </p><p> </p><p><span style="color: #0000ff"><strong>WHETSTONE</strong></span></p><p> </p><p>Besides the use of the whetstone mentioned in <strong>Free Companies</strong>, a warrior can use a whetstone to return 1 HP to a bladed weapon as long as that 1 Hit Point will return the item to full Hit Points. A DC 10 Craft: Smith roll is needed.</p><p> </p><p>Thus, the whetstone could be used (provided the DC 10 check is made) to return a broadsword from 9 HP to its max of 10 HP. But, the whetstone could not be used to return a point if the broadsword had 8 or less HP.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="color: #0000ff"><strong>ON THE BATTLEFIELD</strong></span></p><p> </p><p>When a PC strips the dead on the battlefield, double the damage dice and apply damage normally to the weapon: The PC sees the pine handle of a battleaxe protruding from the body of a downed foe. He pulls the weapon and inspects it. </p><p> </p><p>The battleaxe has a Hardness of 7. Normally, a d8 would be rolled and applied as normal damage to the weapon (doing 1 point of damage on an 8 ), but in this case, damage is doubled. Thus, 2d8 are rolled for damage and applied to the weapon normally.</p><p> </p><p>2d8 = 11. 11 - 7 = 4 pts. of damage. HP 5 reduced to 1.</p><p> </p><p>The PC can clearly see that the weapon was nearly destroyed in the conflict. The character tosses the axe and continues his search across the battlefield for a better item.</p><p> </p><p>Items on a battlefield are beaten, broken, and soiled. This rule reflects that condition. The GM may want to increase the possible damage to items to account for long exposure on a battlefield (rust, being exposed to the elements, etc.).</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="color: #0000ff"><strong>ARMOR & SHIELD</strong></span></p><p> </p><p>Shields are presented in the Conan RPG with Hardness and Hit Point values. Thus, use the same method on shields as you do on weapons to account for deterioration.</p><p> </p><p>Armor needs Hardness and Hit Point values. <strong>From Stone to Steel</strong> provides this information for a ton of armor types. Simply pick the closest armor that to that used, and use those stats. The Appendix of that book shows stats for traditional d20 armor types. Or, if you want, you can create Hardness and HP values using the Armor system on page 303.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5779142, member: 92305"] [COLOR=#0000ff][B]WEAPONS[/B][/COLOR] So, what I am thinking is doing something like this: Once the combat encounter is over, and the PCs are stripping bodies and performing Short-term Care Heal checks, a check will be rolled for the equipment used during the combat. Now, this is done after the combat encounter. Don't mess with it during the encounter. This is a late-phase task. So, what's the check? Simply look at the weapon's Hardness and roll the next higher die available. If the PC used a cutlass (Hardness: 8 ), roll a d10. If the PC used a scimitar (Hardness: 10), roll a d12. If the PC used a staff (Hardness: 5), roll a d6 The roll represents aggregate damage the weapon took during the combat encounter. Like any damage, subtract the weapon's Hardness value from the throw, and if any damage remains, apply it to the weapon's Hit Points. Using this method, harder items will get damaged less often than softer items. [COLOR=#0000ff][B]WEAPON DETERIORATION[/B][/COLOR] Besides making the weapon easier to Sunder, other effects can be applied to the weapon (that will give it a lot of character). I look to the [B]From Stone to Steel[/B] book for guidlines. There, it says that every 25% of its Hit Points lost results in a weapon deterioration roll. The book gives different charts for different materials. If you've got a mace made with a bone handle, then you'd pick which chart to roll upon (the iron or the bone chart) once the weapon has lost 25% of its hit points and needs a deterioration roll. For most weapons (all iron or steel), the following the chart will be used (roll once at 25%; a second time at 50%; and a third time at 75%, with the weapon becoming broken and useless at 100% hit point loss). So, for each weapon, up to three deterioration effects can be placed on the weapon. [COLOR=#0080ff][B]Roll 1d6[/B][/COLOR] [B][COLOR=#0080ff]Result 1-3 = -1 damage applied to the item.[/COLOR][/B] [B][COLOR=#0080ff]Result 4-6 = -1 to hit to the item. [/COLOR][/B] Metal dents, cracks, chips, warps, splits, when damaged, resulting in either less effective damage or an item that is harder to use. [COLOR=#0000ff][B]THOUGHTS[/B][/COLOR] This system will slowly damage PC weapons, make PC smiths more valuable, and give PCs a reason to trade weapons or spend their wealth repairing their favorite weapons. The standard method of repair, using the Crafting rules, is used to repair items. [B]Tito's Trading Post[/B] has extended Crafting rules. [B]The Warrior's Companion[/B] and [B]From Stone to Steel[/B] both have rules for improving and customizing equipment. You might also want to check out the [B]Barbaric[/B] supplements. So, if you want a Shield with spikes that will do more Shield Bashing damage, or if you want a sword with more HP than the "normal" model, these rules will help you. Also consider [URL="http://scarlet-blades.com/conan/Riddle%20of%20SteelSmall.pdf"][COLOR=#810081]CONAN: The Riddle of Steel[/COLOR][/URL] when customizing weapons. [COLOR=#0000ff][B]WHETSTONE[/B][/COLOR] Besides the use of the whetstone mentioned in [B]Free Companies[/B], a warrior can use a whetstone to return 1 HP to a bladed weapon as long as that 1 Hit Point will return the item to full Hit Points. A DC 10 Craft: Smith roll is needed. Thus, the whetstone could be used (provided the DC 10 check is made) to return a broadsword from 9 HP to its max of 10 HP. But, the whetstone could not be used to return a point if the broadsword had 8 or less HP. [COLOR=#0000ff][B]ON THE BATTLEFIELD[/B][/COLOR] When a PC strips the dead on the battlefield, double the damage dice and apply damage normally to the weapon: The PC sees the pine handle of a battleaxe protruding from the body of a downed foe. He pulls the weapon and inspects it. The battleaxe has a Hardness of 7. Normally, a d8 would be rolled and applied as normal damage to the weapon (doing 1 point of damage on an 8 ), but in this case, damage is doubled. Thus, 2d8 are rolled for damage and applied to the weapon normally. 2d8 = 11. 11 - 7 = 4 pts. of damage. HP 5 reduced to 1. The PC can clearly see that the weapon was nearly destroyed in the conflict. The character tosses the axe and continues his search across the battlefield for a better item. Items on a battlefield are beaten, broken, and soiled. This rule reflects that condition. The GM may want to increase the possible damage to items to account for long exposure on a battlefield (rust, being exposed to the elements, etc.). [COLOR=#0000ff][B]ARMOR & SHIELD[/B][/COLOR] Shields are presented in the Conan RPG with Hardness and Hit Point values. Thus, use the same method on shields as you do on weapons to account for deterioration. Armor needs Hardness and Hit Point values. [B]From Stone to Steel[/B] provides this information for a ton of armor types. Simply pick the closest armor that to that used, and use those stats. The Appendix of that book shows stats for traditional d20 armor types. Or, if you want, you can create Hardness and HP values using the Armor system on page 303. [/QUOTE]
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