Wear Points (Item Destruction in 4e)

the Jester

Legend
I posted something a lot like this in the Summer Camp forum, but that turned out to be unexpectedly transitory. :(

As part of my Monster Project, I'm converting some critters that have equipment-destroying powers, such as the rust monster. I am NOT down with the "temporary rust" solution Mearls came up with in his rust monster redesign; I want permanent destruction, dammit!

To that end, I'm thinking of implementing my "wear point" system to this end. Basically, over time items acquire wear points, and usually at about 3 of them, they fall apart. So for a monster with gear-destroying abilities, you might have something like this:

Leucrotta Shieldbreaker said:
[Melee] Sundering Bite (standard; at will): +8 vs. AC; 2d8+4 damage. Effect: make a secondary attack; Secondary attack: +6 vs. Fortitude; Hit: put a wear point on the target’s shield or armor; if it has two wear points, reduce its armor or shield bonus by 1. If it has three wear points, the armor or shield is destroyed. If the shield or armor is magic, the target may make an immediate saving throw to avoid putting a wear point on the item.

What do you think? Is this in line with the 4e design philosophies, do you think? Moreover, do you like the idea of wear points (regardless of edition)? After a ten week wilderness hike, shouldn't your boots show some wear?
 

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It doesn't agree with 4e design philosophy, which seems to like items lasting forever.

That said, if you want to do all the tracking required as to which items have how many wear points, I say go for it. :)

Were it up to me, a metal item hit by a Rust Monster would go straight from whole to destroyed (if magical, on a failed save). The idea of wear on boots, shields, etc. is very sound...but again, ask if the record-keeping is worth it?

Lane-"first post on EN2"-fan
 

I suggested something similar when Mearls posted that creature revision - the rust monster simply deals damage to the item. If its hit points are reduced to 0, it's destroyed. Pathfinder does this, too; they have a "broken" condition, which is applied if the item takes any damage at all (I changed it to half or less). Depending on what the item does, it applies a penalty to attack/damage, AC, or skill checks when used. I really like it because it gives PCs with Craft skills a reason to USE them, and it makes sunder a more viable mechanic.
 

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