[Rule] [Homebrew] Damage to Items - Weapons and Other


Rules Discussion


Hi, I'll try to make the rules as clear as possible, sorry for my English.
Support - Core Rulebook Page 577, Material Statistics.

I created a variation of the original rule for damaged items, I will apply the same and only for items of the type: Weapons, Armor and Shields.

I want to improve this material and count on the help of the community, thank you.

> no more going to the content <

Weapon, Armor and Shield.

- Hardness: represents how much wear it can take without damaging your item.
- PV: determines if it is fit for use and what is its condition.
- BT: when the item must be repaired before losing it.
- Material: it will tell you which values ​​to consider.
- Item status: the new condition is only possible when manufactured from scratch or reforged.

- Repaired: visible state of wear, still retains the skills of when it was made.
1. Condition: continues with the same benefits as a new similar product.
2. Value: its market value is 75% of the original.

- Damaged: the Hardness value has reached zero. Only your PV value remaining.
1. Condition: for Weapons it generates a damage reduction equal to its +1 bulk. Armor, on the other hand, generates a reducer in AC = its category (Light or less = á -1, Medium -2 and Heavy -3). In the case of the shield it loses 50% of its efficiency of the generated AC.
2. Value: its market value is 50% of the original.

- Broken: he reached his BT score, when this value is reset he becomes Destroyed.
1. Condition: it has lost its properties, it is still possible to fix it for use again.
2. Value: its market value is 25% of the original.

- Destroyed: Completely damaged.
1. Condition: it turned into garbage, you can discard that it has no purpose anymore.
2. Value: its value is zero, making reuse impossible.

Wear.

- Injured / Unconscious / Dying: whenever you receive this condition your Hardness value will be reduced by 1.

- Massive Damage: in these situations the equipment that receives the impact is considered Broken Status.

- End of Combat / Challenge: reduce your hardness by 1 point.

- Others: conditions such as acid, among others, can damage your items by reducing by 1 point.
1. Magic: let's assume that a caster summoned a cone with effect and acid damage, in which case your target will receive damage as much as your equipment is more proportional as reported in Others.
2. Individual Effect: situations where your character is targeted does not affect the item, poisoned.
3. Magic Items: suffer wear against other magic items or magical effects.

- Extreme damage: will break the item as it would with any other item.
1. Interpretation: when situations like this of extreme damage occur, the player together with the master will be able to select 50% of the items that receive this effect.

Forging & Repairing

It is possible to use the revival value of your old item to forge a new one, subtracting from the total value for the new item.
The rules on repairing items follow the same as in the book.
Warnings.

1. These conditions occur during combat and other post-combat, be careful not to run out of items during combat.

2. The effects, as you can imagine, accumulate.

3. These rules replace the original rule for damaged and broken shield.

Sczarni

(I think you meant this for the Homebrew Forum, so I went ahead and flagged your post to be moved over there)


thank you very much, new to the forum and your system. Lack of attention.

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