Item breakage in Pits & Perils

I like resource management; I think that’s been made fairly obvious on this blog (consider for example the latest post about Hits in P&P). So far, however, I’ve not included item breakage; I didn’t find a system I found suitable since I want things to move fast at the table when the dice are rolling. Now, however, I think I finally got the formula about right, at least for Pits & Perils and its 2D6 mechanics.

As usual, there’s a lot of inspiration here from a number of seriously good blogs (in this case, check out Last Gasp Grimoire’s rules section and also Necropraxis). These systems are also thought-out for a D20 game, which may suit many of you better.

Now, on to the mechanics. Very much intentionally, they build upon using rolls already being made in the system; this has been a requirement from the get-go. Adding “durability rolls” was something I really wanted to steer clear of, especially in the middle of combat. Also, note that these are not limited to weapons and armor; any reusable tools can break, like a crowbar, lock picks or a rope.

BREAKAGE

Breakage is the term for when an item’s quality worsens by one step. This occurs when the item is used and a natural “2” is rolled (snake eyes). If the item is FRAGILE (in my game, this is a property given to improvised weapons, most spears and clubs and some similar items), then this range is increased by one to a natural 2-3. If the item is of POOR quality (see below), the same thing occurs, and thus an item where both these factors are true will suffer a further deterioration on a roll of 2-4.

For armor and other passively used items, breakage occurs in a slightly different way; the breakage range is reversed. Thus, if a creature wearing armor is attacked with a roll of a natural 12, the quality of that armor is reduced by one step. Otherwise, the process is identical. When using a shield AND wearing armor, the affected character chooses which item is reduced in quality unless he/she has an item which is fragile or in POOR condition; in that case, the increased breakage range is applied and that item must be chosen to deteriorate.

QUALITY

The quality of an item is broken down into four levels.

QUALITY DESCRIPTION
High Of superior workmanship, magical item.
Normal Standard, undamaged item.
Poor Worn, damaged, bent, bad workmanship. +1 to Breakage range.
Broken Useless, reduced to pieces. Repair or reforging may be possible (GM’s call).

REPAIRING

Repairing an item up to its original quality (improving quality generally is a more complicated matter, usually handled best by buying a new item) is a Non-combat action which requires the right skill or access to a blacksmith, clothier or similar NPC which will normally be considered skilled at the process. The exakt time requirement, difficulty and cost is outlined below.

QUALITY REQUIREMENTS
FROM TO TOOLS TIME MATERIALS
Broken Poor Workshop or smithy Days/weeks 1/10 of item’s value
Poor Normal Craft tools Turns/hours (camp) Normally none
Normal High Workshop or smithy Hours/days 1%%/100 of item’s value

For magical items, the requirements would probably be more complicated; so far, the situation hasn’t arisen, but I think having a Magician’s workshop becomes an additional requirement as per above, and there would probably be an additional fee to pay for his/her help.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s