If a weapon has half (rounded down) or less durability, all attacks are at half damage. Weapons can take damage when they deal damage. If the damage dealt exceeds the durability, the weapon takes damage qual to the damage it dealt .as durability.
For dexterity based attacks, only the base damage (the unmodified damage dice) can harm the weapon.
Example: Dagger does 1d6 damage. It can never damage itself, unless the barbarian stabs someone with it, instantly destroying it with his 24 strength and rage damage. (Or doing heavy damage at least)
Using this method, rogues don't have to replace rapiers every time they sneak attack.
Critical hits do no damage to the weapon.
Critical Fails can be run however you want. Suggestions at end.
Weapons can be repaired whenever you have downtime, such as during a short or long rest. Every half hour spent with the correct tools and the damaged weapon can repair points equal to your dexterity or strength, plus your proficiency if you are proficient in the proper tools. You cannot repair weapons if you are not proficient in either the proper tool or the weapon.
You can also pay one tenth the gold price of the weapon to repair twice as fast. You cannot repair objects at half or lower durability without having paid one tenth the gold price. If a magical weapon is not unbreakable, the price to enhance repair is equal to one tenth the mundane weapon it is based on, not the price of the magical weapon.
Crafting Weapons- Roll D20, choose STR or DEX and add appropriate tool proficiency if proficient. Crafting costs half the market price.
Anything below a DC 15 is a scrappy weapon that starts at half durability. It cannot be repaired effectively.
Anything that beats a DC 20 gains special effects based on the crafting method. Fine crafting (using dexterity) adds bonus damage to attacks using this weapon/ammunition equal to total roll divided by four -4. (20=+1, 24=+2, 28=+3, 32=+4) Forceful crafting (using strength) adds durability equal to your total roll -19. (20=+1, 21=+2, etc.)
A 25 adds a special property. Fine crafting gives the weapon, unless it is heavy, the finesse property. (Allowing features like sneak attack to function.) Forceful crafting gives the weapon, unless it is finesse, the heavy property. (Allowing features like GWM to function.) If in areas of high magic, it may add a weak magical property to the weapon.
DC 30 is like the former, but has no restrictions against creating finesse heavy weapons, and if made in locations of magic may gain strong magical properties.
Optional Rule:
Masterworks
DC 35 (Requires high roll, and enhancements from something like bardic inspiration and guidance, but is possible.)
You can only craft one 'masterwork' in your life, and it becomes an artifact, imbued with a portion of your soul. Magical properties are very varied.
Critical failures:
Upon rolling a one, you suffer a consequence of your (the player who rolled the one) choice.
1: Weapon struck wrong. It loses durability equal to your strength modifier. (Not reduced.)
2: Weapon missed and flies out of your hand(s).
3: You don't necessarily miss, but the weapon hurts somehow you. Take half base weapon damage. (This damage can be resisted.)
DMs can add and remove options to fit the game's feel and mechanics.
I also made a barbarian subclass to go along with this system, however, I am seeking critique on the current system.
Durability in DND
Normal weapons have 18 durability.
Small weapons have 8 durability.
Fragile weapons have 6 durability.
Small fragile weapons have 4 durability.
Durability is both health and damage reduction.
If a weapon has half (rounded down) or less durability, all attacks are at half damage. Weapons can take damage when they deal damage. If the damage dealt exceeds the durability, the weapon takes damage qual to the damage it dealt .as durability.
For dexterity based attacks, only the base damage (the unmodified damage dice) can harm the weapon.
Example: Dagger does 1d6 damage. It can never damage itself, unless the barbarian stabs someone with it, instantly destroying it with his 24 strength and rage damage. (Or doing heavy damage at least)
Using this method, rogues don't have to replace rapiers every time they sneak attack.
Critical hits do no damage to the weapon.
Critical Fails can be run however you want. Suggestions at end.
Weapons can be repaired whenever you have downtime, such as during a short or long rest. Every half hour spent with the correct tools and the damaged weapon can repair points equal to your dexterity or strength, plus your proficiency if you are proficient in the proper tools. You cannot repair weapons if you are not proficient in either the proper tool or the weapon.
You can also pay one tenth the gold price of the weapon to repair twice as fast. You cannot repair objects at half or lower durability without having paid one tenth the gold price. If a magical weapon is not unbreakable, the price to enhance repair is equal to one tenth the mundane weapon it is based on, not the price of the magical weapon.
Crafting Weapons- Roll D20, choose STR or DEX and add appropriate tool proficiency if proficient. Crafting costs half the market price.
Anything below a DC 15 is a scrappy weapon that starts at half durability. It cannot be repaired effectively.
Anything that beats a DC 20 gains special effects based on the crafting method. Fine crafting (using dexterity) adds bonus damage to attacks using this weapon/ammunition equal to total roll divided by four -4. (20=+1, 24=+2, 28=+3, 32=+4) Forceful crafting (using strength) adds durability equal to your total roll -19. (20=+1, 21=+2, etc.)
A 25 adds a special property. Fine crafting gives the weapon, unless it is heavy, the finesse property. (Allowing features like sneak attack to function.) Forceful crafting gives the weapon, unless it is finesse, the heavy property. (Allowing features like GWM to function.) If in areas of high magic, it may add a weak magical property to the weapon.
DC 30 is like the former, but has no restrictions against creating finesse heavy weapons, and if made in locations of magic may gain strong magical properties.
Optional Rule:
Masterworks
DC 35 (Requires high roll, and enhancements from something like bardic inspiration and guidance, but is possible.)
You can only craft one 'masterwork' in your life, and it becomes an artifact, imbued with a portion of your soul. Magical properties are very varied.
Critical failures:
Upon rolling a one, you suffer a consequence of your (the player who rolled the one) choice.
1: Weapon struck wrong. It loses durability equal to your strength modifier. (Not reduced.)
2: Weapon missed and flies out of your hand(s).
3: You don't necessarily miss, but the weapon hurts somehow you. Take half base weapon damage. (This damage can be resisted.)
DMs can add and remove options to fit the game's feel and mechanics.
I also made a barbarian subclass to go along with this system, however, I am seeking critique on the current system.
no
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