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<blockquote data-quote="Vascant" data-source="post: 5705136" data-attributes="member: 13927"><p>We have a pretty simple system in place for this, I have a sheet in front of me for each player that has all their info with check boxes (If you want to know there are 50 of them). With each fumble they make or critical hit upon them I mark one of the boxes. The more damaged something gets, at some point it is going to fail and you work it into the description of what is going on.</p><p></p><p>Repairing, using the craft skill for the item roll a DC for the current check count. You can repair the number of checks for each additional point your roll was above that DC. Without using magic or some legendary craftsman this number becomes your base check mark now. (In other works you cant sit there and just repair repair repair until back to 0, some things just get damaged)</p><p></p><p>So if your part is in combat and someone shooting a bow has 40 or so checks and fumbles, I might drop a d20, if results are high nothing happens, if the results are pretty low.... string broke, if really low... bow broke.</p><p></p><p>I think I first took a bit of getting used to tracking but I think after 2 maybe 3 sessions it became seamless in the game.</p><p></p><p></p><p>From the comment below let me clear this up, there is only one set of checks for the char not each piece of equipment. This reflects the over all condition of his or her gear. The whole system is designed to be more flexible then rigid. We had to develop some kind of system because we do not do one shots or limited number of sessions per campaign, we run them until we come up with a new idea for a new campaign (or PC death, which means we are still running the same campaign just that person is running a different char).</p></blockquote><p></p>
[QUOTE="Vascant, post: 5705136, member: 13927"] We have a pretty simple system in place for this, I have a sheet in front of me for each player that has all their info with check boxes (If you want to know there are 50 of them). With each fumble they make or critical hit upon them I mark one of the boxes. The more damaged something gets, at some point it is going to fail and you work it into the description of what is going on. Repairing, using the craft skill for the item roll a DC for the current check count. You can repair the number of checks for each additional point your roll was above that DC. Without using magic or some legendary craftsman this number becomes your base check mark now. (In other works you cant sit there and just repair repair repair until back to 0, some things just get damaged) So if your part is in combat and someone shooting a bow has 40 or so checks and fumbles, I might drop a d20, if results are high nothing happens, if the results are pretty low.... string broke, if really low... bow broke. I think I first took a bit of getting used to tracking but I think after 2 maybe 3 sessions it became seamless in the game. From the comment below let me clear this up, there is only one set of checks for the char not each piece of equipment. This reflects the over all condition of his or her gear. The whole system is designed to be more flexible then rigid. We had to develop some kind of system because we do not do one shots or limited number of sessions per campaign, we run them until we come up with a new idea for a new campaign (or PC death, which means we are still running the same campaign just that person is running a different char). [/QUOTE]
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