unbreakable tools???


Rules Questions


Ok so on a different thread someone wrote that Rule wise our equipment never get damaged or suffer wear and tear for using it and to me that seems wrong look I'm not going to say that I know all the rules but it seems to me that tools would break if use in the wrong way or used at all if you mess up to much or even from day to day use the handle like the handle on a wooden hammer or a lock pick but perhaps I'm wrong do the rules state the tools don't break??


Punctuate!


That would be way to much work at this point


Well trying to read that mess is even more work.

Liberty's Edge

Well, for one thing, trying to add a durability to tools is just asking for a book keeping headache. And you're right that certain tools tend to break down, but it's usually handles that break down, and handles are usually replaceable. A decent tool should be able to last a career with minor upkeep, which I don't think is worth tracking. Actually, I'm a construction electrician by trade, and I know people who are using the pliers their grandfather used when they started the trade.


Too much work to punctuate? For shame! Good grammar and punctuation is always important.

Anyways, your basic question is if there are rules for equipment breaking from wear and tear. Short answer: No.

Long answer: There are rules for the hit points and hardnesses of various items, and ways to calculate this for weapons and armour. This requires a deliberate attempt to break it through sundering, though. There are no rules for general wear.

You may think it isn't realistic, but this is one of those times when realism would get in the way of fun. Doesn't sound much fun to constantly measure the status of all your weapons, armour, and equipment, and constantly buy replacements or repairs. Most are willing to handwave such away by saying it's something their group handles in between quests, or even around the campfire at night, maintaining their weapons and gear. If you want to houserule more involved rules, that's certainly your prerogative. Don't be surprised if your players seem more annoyed than immersed at all the added bookkeeping.


I see well that was all I needed to know


If a Reflex save against a damaging attack is rolled, and the die roll is a natural 1, an exposed item is also subject to the attack. This is covered in the Core Rulebook, at the end of the chapter on Magic, just before the discussion on the difference between arcane and divine spells. (PRD link)

Short of that, all carried equipment is assumed to survive attacks unscathed. This may not be completely realistic, but it is a lot less of a headache in terms of tracking.

It should be noted, however, that gear that is not carried does not have this immunity (unless it is a magical item, in which case it receives its own saving throw).


Well made tools used correctly don't break, don't let todays standards fool you. I would say that armour/weapons should have durability way before tools.


Tools, especially Master Work tools, used for crafting activities should generally last a human lifetime or longer.

Thieves Picks and Tools might be subject to occasional potential breakage since they are being used in unusual and stressful ways to defeat magical as well as mundane obstacles.

At any rate, unless the campaign is E6 or similar, these types of expenses should be hand-waved. Very, very few players get off on bean counting wear-and-tear to their PCs Edge Beveler and Awl. It would be more exciting to RP getting a hair cut.


This isn't Skyrim.

Just like we don't track the spell components a wizard uses in their spell component pouch, or how often you need to repair, oil and polish your armor and weapons, we don't track the tools that need replacing through normal wear and tear.


Caliban_ wrote:
This isn't Skyrim.

Eh? Skyrim doesn't have durability either.


Thanis Kartaleon wrote:
Caliban_ wrote:
This isn't Skyrim.
Eh? Skyrim doesn't have durability either.

I've gone through hundreds of lockpicks in Skyrim. The Pathfinder equivalent would the Thieves Tools.


Trigger Loaded wrote:

Too much work to punctuate? For shame! Good grammar and punctuation is always important.

Anyways, your basic question is if there are rules for equipment breaking from wear and tear. Short answer: No.

Long answer: There are rules for the hit points and hardnesses of various items, and ways to calculate this for weapons and armour. This requires a deliberate attempt to break it through sundering, though. There are no rules for general wear.

You may think it isn't realistic, but this is one of those times when realism would get in the way of fun. Doesn't sound much fun to constantly measure the status of all your weapons, armour, and equipment, and constantly buy replacements or repairs. Most are willing to handwave such away by saying it's something their group handles in between quests, or even around the campfire at night, maintaining their weapons and gear. If you want to houserule more involved rules, that's certainly your prerogative. Don't be surprised if your players seem more annoyed than immersed at all the added bookkeeping.

Not to mention the mending cantrip, which would be more than sufficient for any such gear upkeep as long as the equipment is non-magical and isn't completely destroyed.


Caliban_ wrote:
Thanis Kartaleon wrote:
Caliban_ wrote:
This isn't Skyrim.
Eh? Skyrim doesn't have durability either.
I've gone through hundreds of lockpicks in Skyrim. The Pathfinder equivalent would the Thieves Tools.

I've gone through 40 on a single chest before. Only to get random junky loot. I save before trying any expert or master locks now.

I suppose the Pathfinder equivalent to the Skeleton Key would be an adamantine thieves tools?

Dark Archive

Good lord, is it really that hard to throw a couple periods and commas in there just to make it easier for us to read. I honestly have no idea what you are asking because I can't figure out where one sentence starts and one ends. Not grammar-nazi'ing here, but seriously can't read that.

Grand Lodge

Actually, other than hardness and hit points, there are a few items in the masterwork tool category that have usages, like the healer's kit, which has ten uses before it runs out.

Other than that, you might, as a house rule, give mundane objects a number of charges, like how a wand works, but a whole lot more, that can be recharged for some minuscule amount,. like a cp per charge,.

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