u/Cold-Youth-7562

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[Homebrew rule] How to handle equipment durability ?

[Quick edit to clarify things a bit]
I never impose homebrew rules to my players, they decide if they want it or not, this one is a typical exemple of that. I have a handful of them that are basic rules I bent for comfort (no counting basic ammo, only special ones for exemple), and the rest of my homebrew rules, I propose them and all the players have to be down to it. One no is enough for the rule to not apply.

That being said...

YES I KNOW, durability equipment is a pain for EVERYONE on every support (video games, ect..) BUT you cannot say it does not add a survival aspect to the game that some might like (Minecraft ????).
So if you despise durability rules to the end of the very earth's existence just, don't read. If you want to see how I thought about handling it, read, but be kind, please, no one needs to get angry about that omg, it is still a game. And honestly, even for me, it is not a rule I would put on every campaign. It is upping the difficulty quite a bit so in a non-survival context, I would no even propose it.
[End of edit]

Just before starting, I do not need advice about balancing my campaign. I just want to share a homebrew rule I am proud of, I already know how to punish my players for their greed 😈 /nm

So, it's been a year or so since I am DMing, still learning, trial and error then fixing the consequences of the error(s). My last one was doing a meeting with a merchant for my players and I did not patch a loophole for infinite money glitch and now my campaign is not balanced anymore.

So now I am on the "fix the consequences" step and I looked up for durability rules about the equipment and what I found was not satisfying so I did a little mental exercise and came up with the following :

Durability of the equipment

This tab is used across the rules below. It shows the value to add to the roll, the durability points (DP, like HP but for the equipment) and the number of DP the equipment has to lose to see its AC bonus decrease of 1 point.

The DP and AC Loss Threshold might be the values that'll need adjustment when I will crash test this rule.

Rarity Level Roll Bonus Durability Points AC Loss Threshold
Common 0 3 3
Uncommon 1 4 3
Rare 2 5 2
Very rare 3 6 2
Legendary 5 10 4
Artifact - Indestructible* -

* Some rules might be applied to destroy artifact-tier objects if needed of course. Some artifacts might have a way to be destroyed in their own description, refer to that.

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You are attacked

  • In the event of a critical hit, roll 1d20 + the rarity level of the defensive equipment (armor, shield, cloak...) targeted by the enemy. If the result is lower than 8 + CR^(**) of the monster, the piece of equipment loses 1 durability point. 2 on a critical failure.
  • You are prone or incapacitated and you are attacked => Automatic critical hit even if normally impossible (Adamantium armoring passive ability).
  • The loss of a durability point also potentially results in a loss of AC, see the table above.
  • If you critically fail a Saving Throw for a spell (like Fireball), see with the DM which piece of defensive or offensive equipment is the more logical to be affected by the spell. e.g. : failing for a fireball, you'll see a wooden equipment damage or pieces of cloths like wizard robes or cloaks.

You attack

  • On a critical failure on the attack roll, roll 1d20 + the rarity level of the attacking equipment (bow, dagger, sword...). If the result is lower than 8 + CR** of the monster, the piece of equipment loses 1 durability point, 2 on a critical failure.
  • Unarmed strikes: In the case of an unarmed strike, the roll to make is a Constitution saving throw with a DC of 8 + CR** of the monster. On a failure, take the physical damage the attack should have dealt (dice + bonus), half on a success, none on a critical success. On a critical failure, disadvantage on the next unarmed strike (active for one turn, also applying for an opportunity attack, status disappears regardless of the outcome of the attack except for another critical failure).
  • Spell attacks: Application of the same rule as for melee weapons. Also applies if the caster has the "Potent Cantrip" feature (Evocation Wizard lvl 3) but does not negate the damage in this case.

** This value might need adjustment too. You want to round up the value and, yes, above a certain CR, only nat 20 will do, but a CR of 12+ is already dangerous mobs and the party should have better equipment than common ?

Repairing equipment

  • "Mending" spell allows full repair of equipment according to the spell's rules
  • Repair by an artisan/blacksmith/tailor... in exchange for a service or money
  • Application of standard equipment repair rules.

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I like to think this could introduce a stress point about the resources handling, so the party does not throw themselves in fights without any consequences because even against low CR monsters, an accident can happen and you might lose a piece of equipment.

Feel free to ask questions ! Thank you for reading !

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u/Cold-Youth-7562 — 4 days ago