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General Tabletop Discussion
*TTRPGs General
Item Wear and Tear
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<blockquote data-quote="howandwhy99" data-source="post: 5705961" data-attributes="member: 3192"><p>Item wear is pretty easy in my experience. The challenge is in making it all meaningful, but also keeping it simple. </p><p></p><p>One way is to track HPs per item, these are only randomly rolled when necessary. For example, someone inspects the item or it takes HP damage. Since few people attempt to attack (or sunder) items, it's only a note here and there taken rarely. Deterioration from wear comes down to the substance. Cloth is one of the few that really needs to be accounted for after a couple of years of constant use, other materials typically deteriorate more slowly.</p><p></p><p>In terms of tear as you say, weapons, armor, and shields, not to mention fortifications really take the brunt. Tracking a HP totals for these as a ref is more common.</p><p></p><p>Different options could work depending on how much detail you want. You could track attacks that miss due to armor bonus to AC. You could track number of combat rounds the armor was worn in. Or simply go by number of combats altogether. Ditto for weapon attacks that hit.</p><p></p><p>Personally I'd try and account for all these variables, but then simplify for as easy tracking as possible. Almost every kind of item can be repaired and costs of repair could probably be covered ratio of destruction. It's a simple upkeep cost taken by players when they deem they desire it. But it also keeps wear and tear important to the game.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5705961, member: 3192"] Item wear is pretty easy in my experience. The challenge is in making it all meaningful, but also keeping it simple. One way is to track HPs per item, these are only randomly rolled when necessary. For example, someone inspects the item or it takes HP damage. Since few people attempt to attack (or sunder) items, it's only a note here and there taken rarely. Deterioration from wear comes down to the substance. Cloth is one of the few that really needs to be accounted for after a couple of years of constant use, other materials typically deteriorate more slowly. In terms of tear as you say, weapons, armor, and shields, not to mention fortifications really take the brunt. Tracking a HP totals for these as a ref is more common. Different options could work depending on how much detail you want. You could track attacks that miss due to armor bonus to AC. You could track number of combat rounds the armor was worn in. Or simply go by number of combats altogether. Ditto for weapon attacks that hit. Personally I'd try and account for all these variables, but then simplify for as easy tracking as possible. Almost every kind of item can be repaired and costs of repair could probably be covered ratio of destruction. It's a simple upkeep cost taken by players when they deem they desire it. But it also keeps wear and tear important to the game. [/QUOTE]
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