Here is a rough and somewhat balanced idea for weapon durability:
First time doing this, so I hope I'm clear.
HP - weapon health point
RHP - regenerative health point
All Weapons
Non-magical weapons - 10 HP max
Magical/enchanted weapons - 10 HP max + 5 RHP max
Whenever you roll a 1, your weapon takes 1 HP or RHP damage (RHP getting taken first). This is because you slammed it into the ground, attack hit something hard, or the attack was parried too well, etc.
For every two HP lost, weapon has -1 atk and -1 dmg.
At 0 HP, the weapon will shatter if it takes another point of HP damage from a critical miss (1).
Cannot lose magical properties unless a spell directly removes it.
Repair Weapons
Magic weapons restore 2 RHP every long rest.
You can repair a weapon's HP by +1 point by using a whetstone during a short rest.
You can pay for a full repair, no less, by paying a repair fee and leaving the weapon for a few hours. ((10 - remaining HP)/10)*item's full price = cost
All Armor
Non-magical Armor - 10 HP
Magical Armor - 10 HP + 5 RHP
If enemy crits or rolls an attack total greater than 20 (atk >20), -1 RHP, if none, -1 HP.
For every 2 HP lost, -1 to armor's base defensive bonus or AC.
If HP is 0, you are slightly hindered for still trying to wear your cracked armor, meaning -5 speed and all your attacks have disadvantage.
Armor Repair
Magic Armor regains +2 RHP after a long rest
+1HP to armor if you spend a short rest repairing it with mending spell.
Full repair price in gold is ((10- remaining HP)/10)*item's full price and has to be left for part of the day.
Cannot lose magical properties unless a spell directly removes it.
Shields
Non-magical shields - 6 HP max
Magical Shields - 6 HP max + 5 RHP max
Can take armor dmg in the place of armor during a crit or >20 total roll, when used this way (as a hard block or parry) it takes 1 dmg (-1 HP).
For every -2 HP, -1 base AC. (This means a basic shield with +2 AC can provide protection for armor despite not adding to overall AC).
Unbroken Shields cannot lose enchantment unless a spell specifically breaks an enchantment on it, like everything.
At 0 HP, it simply falls apart or is broken.
Shield Repair?
Being that base game shields are either very simple and inexpensive or enchanted to some degree of sorts, we'll say no one wants to spend a day in the forge to repair them.
If you still want to repair them... how about +1 HP if you spend a short rest using a mending spell.
Lifestyle Expenses - Passive item healing
At Wretched, Squalid, and Poor, you're on your own. Otherwise, per night there is passive item healing...
At Modest level - 1 item of <10gp heals +1HP. Furthermore, 1/4 chance to heal +1HP to an item of < 20 gp.
At Comfortable level -1 item of <20gp heals +1HP. Furthermore, 1/4 chance to heal +1HP to an item of < 40 gp.
At Wealthy level - 3 items of <40gp heals +1HP. Furthermore, 1/4 chance to heal +1HP to 3 (roll for each!) items of < 100 gp.
At Aristocrat level - 5 items of <100gp heals +1HP. Furthermore, 1/2 chance to heal +1HP to 5 items (roll for each!) of < 500 gp and... 1/4 chance to heal +1HP to 5 items (roll for each!) <1000 gp.
Tell me your opinions! Any particular tweak to add balance, anything I missed especially, and if you like it or not.
P.S. Magic focus aren't talked about because they would be a little problematic considering spell levels, what a bad result would be, what their durability is, etc. I might plan for it later, but my main focus is weapon durability and a system that words on low to high level play.
Here is a rough and somewhat balanced idea for weapon durability:
First time doing this, so I hope I'm clear.
HP - weapon health point
RHP - regenerative health point
All Weapons
Non-magical weapons - 10 HP max
Magical/enchanted weapons - 10 HP max + 5 RHP max
Whenever you roll a 1, your weapon takes 1 HP or RHP damage (RHP getting taken first). This is because you slammed it into the ground, attack hit something hard, or the attack was parried too well, etc.
For every two HP lost, weapon has -1 atk and -1 dmg.
At 0 HP, the weapon will shatter if it takes another point of HP damage from a critical miss (1).
Cannot lose magical properties unless a spell directly removes it.
Repair Weapons
Magic weapons restore 2 RHP every long rest.
You can repair a weapon's HP by +1 point by using a whetstone during a short rest.
You can pay for a full repair, no less, by paying a repair fee and leaving the weapon for a few hours. ((10 - remaining HP)/10)*item's full price = cost
All Armor
Non-magical Armor - 10 HP
Magical Armor - 10 HP + 5 RHP
If enemy crits or rolls an attack total greater than 20 (atk >20), -1 RHP, if none, -1 HP.
For every 2 HP lost, -1 to armor's base defensive bonus or AC.
If HP is 0, you are slightly hindered for still trying to wear your cracked armor, meaning -5 speed and all your attacks have disadvantage.
Armor Repair
Magic Armor regains +2 RHP after a long rest
+1HP to armor if you spend a short rest repairing it with mending spell.
Full repair price in gold is ((10- remaining HP)/10)*item's full price and has to be left for part of the day.
Cannot lose magical properties unless a spell directly removes it.
Shields
Non-magical shields - 6 HP max
Magical Shields - 6 HP max + 5 RHP max
Can take armor dmg in the place of armor during a crit or >20 total roll, when used this way (as a hard block or parry) it takes 1 dmg (-1 HP).
For every -2 HP, -1 base AC. (This means a basic shield with +2 AC can provide protection for armor despite not adding to overall AC).
Unbroken Shields cannot lose enchantment unless a spell specifically breaks an enchantment on it, like everything.
At 0 HP, it simply falls apart or is broken.
Shield Repair?
Being that base game shields are either very simple and inexpensive or enchanted to some degree of sorts, we'll say no one wants to spend a day in the forge to repair them.
If you still want to repair them... how about +1 HP if you spend a short rest using a mending spell.
Lifestyle Expenses - Passive item healing
At Wretched, Squalid, and Poor, you're on your own. Otherwise, per night there is passive item healing...
At Modest level - 1 item of <10gp heals +1HP. Furthermore, 1/4 chance to heal +1HP to an item of < 20 gp.
At Comfortable level -1 item of <20gp heals +1HP. Furthermore, 1/4 chance to heal +1HP to an item of < 40 gp.
At Wealthy level - 3 items of <40gp heals +1HP. Furthermore, 1/4 chance to heal +1HP to 3 (roll for each!) items of < 100 gp.
At Aristocrat level - 5 items of <100gp heals +1HP. Furthermore, 1/2 chance to heal +1HP to 5 items (roll for each!) of < 500 gp and... 1/4 chance to heal +1HP to 5 items (roll for each!) <1000 gp.
Tell me your opinions! Any particular tweak to add balance, anything I missed especially, and if you like it or not.
P.S. Magic focus aren't talked about because they would be a little problematic considering spell levels, what a bad result would be, what their durability is, etc. I might plan for it later, but my main focus is weapon durability and a system that words on low to high level play.
Datsssssss noiceeee
Interesting :D