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Rules that would be realistic, but be a real drag to have to use
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<blockquote data-quote="Hautamaki" data-source="post: 5478179" data-attributes="member: 42219"><p>How about durability rules for weapons and armour and other equipment? It's a pain in the ass to bookkeep and worse, do players really want to be in a situation where the weapon they rely on not only to make their character useful in combat, but to make their character 'cool' in a role-play sense just up and breaks on them?</p><p></p><p>But at the same time, I think durability rules can add a lot to a game in terms of strategy and interesting player choice. For example, when my players want to have their bows strung and at the ready while walking around, just in case they get attacked, I say fine, BUT, roll some damage against your bows/bow strings. Now it's a choice: your character can be ready to always get a shot off even if ambushed, but on the other hand you're weakening your bow in the long term.</p><p></p><p>Weapon and armour damage also contributes a bit to the overall attrition of long term campaigns which add to a gritty feel.</p><p></p><p>And sometimes players may enjoy the extra challenge of dealing with their main weapon being broken and having to use something improvised or found.</p><p></p><p>Anyone ever found some equipment durability rules they actually like?</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5478179, member: 42219"] How about durability rules for weapons and armour and other equipment? It's a pain in the ass to bookkeep and worse, do players really want to be in a situation where the weapon they rely on not only to make their character useful in combat, but to make their character 'cool' in a role-play sense just up and breaks on them? But at the same time, I think durability rules can add a lot to a game in terms of strategy and interesting player choice. For example, when my players want to have their bows strung and at the ready while walking around, just in case they get attacked, I say fine, BUT, roll some damage against your bows/bow strings. Now it's a choice: your character can be ready to always get a shot off even if ambushed, but on the other hand you're weakening your bow in the long term. Weapon and armour damage also contributes a bit to the overall attrition of long term campaigns which add to a gritty feel. And sometimes players may enjoy the extra challenge of dealing with their main weapon being broken and having to use something improvised or found. Anyone ever found some equipment durability rules they actually like? [/QUOTE]
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