| GreyWolfLord |
Wasn't certain where to put this, but I suppose the rules forum would be good.
I've never done this, but I've thought it should happen. I don't think there are any rules pertaining to it.
Do any of you play that some items wear out over time. For example, if you wear shoes (I think most of us do), you'll notice over time they wear out.
So, if someone is wearing magical boots, would they wear out over time? If so, what happens?
What about Leather armor, or gloves, or other mundane items we utilize that we know IRL wear out...in a game would you utilize this. Are there any rules that would justify this?
For magic items, perhaps I'm hesitant cause I think the players would revolt...
But I also think...hey...this guy has been wearing these same magic boots for the past 5 years...shouldn't they be at least a little wearing at this point?
| Scythia |
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Durability is probably my least favourite aspect of any game that includes it. There's nothing that takes me out of playing an adventurer and changes me into a micromanaging accountant more quickly.
Especially when it comes to magic items, I'd say that the magic preserves the structural integrity, like... magic. For mundane items, I'd ask if adding a durability mechanic actually improves anything. Does it make things more fun? (For me, big NO)
What's more, it hits classes very disproportionately. Fighter and Rogue both rely on gear constantly. Most full casters could live a naturalist lifestyle without any real loss.
Murdock Mudeater
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I'd call this a role playing thing up to the players. I had a player that wanted to go shopping, like for fashionable shoes to wear while killing orcs. It can derail a bit, but it also makes for great moments for the DM to splice in plot hooks.
For the DM, only if it matters to the plot/campaign. It may matter.
As DM, though, you can have NPCs react differently to PCs that have recently bathed and put on clean clothes, as opposed to PCs that have clearly been out exercising in sweaty, bloody clothes, likely without even changing their socks in months. This isn't micromanaging the damaged clothes, just granting a circumstance bonus to the PCs for roleplaying the preparation for a positive encounter with NPCs.
| Chengar Qordath |
It is generally assumed that characters spend some of the non-adventuring part of their day repairing and performing upkeep on their equipment. It generally doesn't wear out.
Especially since there are things like the mending cantrip to take care of that. And for that matter, prestidigitation can handle all your cleaning duties.
RedDogMT
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The question you need to ask yourself is 'do mechanics of wear and tear on items add additional fun for you and your players?'
Most people will say 'No'. Just the bookkeeping alone is a big turn-off. Consider how much people like tracking encumbrance. Now add another similar mechanism on top of that. You will not make a lot of friends.
In my opinion, wear and tear mechanics can be OK for adventures/campaigns where items are scarce such as survival games; but even then, I would rather keep the system easy as possible where new items may already be sub-par when found instead of actually tracking wear done by the PCs.
Be kind to your players. Don't introduce this sort of mechanic to your game.
| Lost In Limbo |
One thing to note is that even if you did add a durability mechanic, magic items seem to have higher hardness and hp compared to their non-magic variants (judging from magic arms and armor at least). Any wear and tear should be significantly reduced based on the item's enchantments.
To play Devil's Advocate (because I do not advocate this), you could simply have an item take some small amount of hp damage (like, 1) after every week or so of heavy use. Mundane maintenance or the mending spell would be necessary to keep your items in tip top shape. The item's hardness might determine the frequency of that damage.
| Claxon |
There is certainly no rule for this in the game. So the introduction of such would be a house rule.
As house rules go...it's a pretty terrible idea. Scythia and RedDog cover the reasons why pretty well. In the end it adds a cumbersome system that doesn't actually increase the fun at table. Anything that does that isn't worth having in the game.
| Kolokotroni |
One thing to note that there is little to compare modern shoes and clothing to that of a previous age in terms of durability and longevity. Magic enhancements aside, leather boots didnt just last years, they lasted generations. As set of armor did too. Things were made to last far more back in the day then they are now. Well made leather boots from the mideval erra dont wear out. Neither to guantlets. They might be broken or cut, we have rules for that, its called sunder.
Leaving aside the magical upgrades. Baring direct damage (sunder) theres no reason adventuring gear should wear out.
| voideternal |
The closest thing I know to Equipment 'wearing out' is that a character's items can be affected by magic attacks as per this table.
If an adventurer spends enough days attempting to dodge fireballs, eventually, his magic shoes will break (though they can be repaired).
Murdock Mudeater
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Leaving aside the magical upgrades. Baring direct damage (sunder) theres no reason adventuring gear should wear out.
Sunder? I was thinking more the idiotic areas that a PC would opt to adventure...
I will add that leather boots don't last very long if you get a job that actually challenges their durability. Welding, in example, means new boots every year, or more often. You can actually buy leather "armor" for your boots at many welding supply stores.
I can't imagine that adventuring is very kind on your shoes, or other clothes.
I'll add that the sunder rules don't exist for damaging clothes, they just have rules for striking actual armor or weapons if worn/carried by another creature. As a PC, you wear the armor over your clothes.