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low-magic 5E: rules for item wear?
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<blockquote data-quote="Saeviomagy" data-source="post: 6890903" data-attributes="member: 5890"><p>My main issue with this sort of thing is that it serves to take more non-combat skills and devote them towards combat. If you have item wear rules that need to have resources expended to fix them, it encourages every character to make their tool choices things that will repair their weapons and armor.</p><p></p><p>To me the only benefit of such a system is the dramatic possibility of equipment failure at inopportune times. </p><p></p><p>I would go with this:</p><p>Most non-combat equipment use of consequence can have this as the description of a failed skill check. So it's down to equipment failures in combat.</p><p></p><p>Armor fails if an attack against it is a natural 20. The the first time in a combat that this happens, the critical hit is cancelled, and you suffer a -2 to AC for the rest of the fight. This applies to normal clothing too (ie - you have a wardrobe malfunction that hampers you).</p><p>You can choose to have a shield fail in this way, cancelling the critical, but cancelling it's bonus. You are still wearing the shield. </p><p>These does not apply on automatic criticals, only natural 20s.</p><p></p><p>A weapon fails if your attack roll is a 1. The weapon now gets disadvantage to attacks. A second 1 will break the weapon, rendering it useless.</p><p></p><p>In all cases, the malfunction is fixed during a short rest for no money: it's assumed that weapons don't have major and permanent malfunctions because they are automatically kept in a good state of repair as a part of long rests.</p><p></p><p>I would probably also damage armor, clothing, shield or weapon when a natural 1 is rolled against appropriate spells like shatter or fireball.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6890903, member: 5890"] My main issue with this sort of thing is that it serves to take more non-combat skills and devote them towards combat. If you have item wear rules that need to have resources expended to fix them, it encourages every character to make their tool choices things that will repair their weapons and armor. To me the only benefit of such a system is the dramatic possibility of equipment failure at inopportune times. I would go with this: Most non-combat equipment use of consequence can have this as the description of a failed skill check. So it's down to equipment failures in combat. Armor fails if an attack against it is a natural 20. The the first time in a combat that this happens, the critical hit is cancelled, and you suffer a -2 to AC for the rest of the fight. This applies to normal clothing too (ie - you have a wardrobe malfunction that hampers you). You can choose to have a shield fail in this way, cancelling the critical, but cancelling it's bonus. You are still wearing the shield. These does not apply on automatic criticals, only natural 20s. A weapon fails if your attack roll is a 1. The weapon now gets disadvantage to attacks. A second 1 will break the weapon, rendering it useless. In all cases, the malfunction is fixed during a short rest for no money: it's assumed that weapons don't have major and permanent malfunctions because they are automatically kept in a good state of repair as a part of long rests. I would probably also damage armor, clothing, shield or weapon when a natural 1 is rolled against appropriate spells like shatter or fireball. [/QUOTE]
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low-magic 5E: rules for item wear?
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