So, I hammered out a system of how a breaking system could look like.
It’s probably not perfect, but it’s a solid starting point.
In this variant, your weapon (on a natural 1) or armor (when hit by a critical hit) can degrade in quality or even break.
There are several quality tiers: Broken → Shoddy → Poor → Standard → Reinforced → Masterwork.
Each tier affects the item’s attack or AC bonus, chance to break, and cost. Gear can be repaired or reforged, but it takes time, materials, and skill, so weapon and armor maintenance become part of the adventuring experience again.
I also included:
• A full price table for every weapon and armor type, scaling with quality.
• Rules for repairing and crafting items.
• A few new feats (Mighty Blow, Overloaded Shot, and Mighty Throw) that let you push your gear for big damage at the risk of breaking it.
The goal was to make mundane equipment progression meaningful again, so players can go from battered scrap to legendary masterwork gear without jumping straight into magic items.
Feedback is very welcome! Does this feel balanced for your tables? Are the break chances too punishing, or about right?