Weapon Upkeep
Posted: Sun Jul 25, 2010 6:36 pm
Before you start flaming, please bear in mind I'm posting this as someone who plays a pure warrior that must rely entirely on his weapons and doesn't have the handy ability to turn slavering monsters into piles of ash with a simple gesture.
ANYWAY, I've seen the concept of Weapon Upkeep being introduced as a Gold Sink before, and randomly did some brainstorming on the possibilities:
1) After a successful attack, melee weapons lose one "hit point." After losing so many hit points, the weapon incurs a -1 penalty to attack. IE, a longsword with no enchantments or enhancement bonus made of iron has 100hp. A -1 penalty to damage is incurred ever 25pts lost.
2) ANY weapon with magical properties, (Enhancement Bonus, On-Hit Effects, Keen, etc.) or made of a material other than basic (so, Alchemical Silver, Mithral, etc.) would increase the number of "hit points" for the weapon, and the number of hit points that must be lost before a penalty is incurred. This could be made to vary on the property. IE, a regular greatsword has 150hp and loses 1 damage every 30pts lost. A greatsword +1 has 180hp, and loses 1 damage every 36pts. +2 has 210, and loses 1 damage every 42pts, etc.
3) This will NOT extend to the weapon breaking. We don't want players who spent 20,000 gold on that +3 Greatsword having an aneurism when it breaks. Furthermore, the weapon should never be rendered completely unusable. The amount of "hit points" to the weapon, and how far it can be degraded can vary by the type of dice used for the damage roll. IE, a longsword--1d8--has 100 hit points and can incur up to a -4 penalty (or 1 point every 25 damage). A shortsword--1d6--has 60 hit points and can uncur up to a -3 penalty (1pt every 20).
4) Any of the smithies (IE, Maltz, Thunderhammer, and the Nashkell smithy) can instantly restore the weapon to its normal state for a fee. This fee can scale based on the amount of repair work needed, and the number and type of enchantments on the weapon (IE, a regular longsword will be less expensive to maintain than a +2 Mithral longsword with +1d4 lightning damage).
5) Characters can buy a whetstone to use on weapons that inflict slashing or piercing damage. This would be a usable that functions like a Heal Kit, repairing X amount of damage to the weapon when used. The amount can be modified by the character's Craft Weapon skill (Hey, a use for Craft Weapon!) IE, a sword is at 70pts. A whetstone by itself repairs 10pts of item damage. The character has a Craft Weapon skill of 15. When using the whetstone, he would repair 25pts of damage on the weapon.
6) A similar usable can be designed for bludgeoning weapons.
7) Whether a weapon can be maintained by the character can be determined by his Craft Weapon skill. IE, a basic weapon could be repaired at 5 ranks, but a weapon with particularly powerful enchantments may require ranks of 25 or more.
ANYWAY, I've seen the concept of Weapon Upkeep being introduced as a Gold Sink before, and randomly did some brainstorming on the possibilities:
1) After a successful attack, melee weapons lose one "hit point." After losing so many hit points, the weapon incurs a -1 penalty to attack. IE, a longsword with no enchantments or enhancement bonus made of iron has 100hp. A -1 penalty to damage is incurred ever 25pts lost.
2) ANY weapon with magical properties, (Enhancement Bonus, On-Hit Effects, Keen, etc.) or made of a material other than basic (so, Alchemical Silver, Mithral, etc.) would increase the number of "hit points" for the weapon, and the number of hit points that must be lost before a penalty is incurred. This could be made to vary on the property. IE, a regular greatsword has 150hp and loses 1 damage every 30pts lost. A greatsword +1 has 180hp, and loses 1 damage every 36pts. +2 has 210, and loses 1 damage every 42pts, etc.
3) This will NOT extend to the weapon breaking. We don't want players who spent 20,000 gold on that +3 Greatsword having an aneurism when it breaks. Furthermore, the weapon should never be rendered completely unusable. The amount of "hit points" to the weapon, and how far it can be degraded can vary by the type of dice used for the damage roll. IE, a longsword--1d8--has 100 hit points and can incur up to a -4 penalty (or 1 point every 25 damage). A shortsword--1d6--has 60 hit points and can uncur up to a -3 penalty (1pt every 20).
4) Any of the smithies (IE, Maltz, Thunderhammer, and the Nashkell smithy) can instantly restore the weapon to its normal state for a fee. This fee can scale based on the amount of repair work needed, and the number and type of enchantments on the weapon (IE, a regular longsword will be less expensive to maintain than a +2 Mithral longsword with +1d4 lightning damage).
5) Characters can buy a whetstone to use on weapons that inflict slashing or piercing damage. This would be a usable that functions like a Heal Kit, repairing X amount of damage to the weapon when used. The amount can be modified by the character's Craft Weapon skill (Hey, a use for Craft Weapon!) IE, a sword is at 70pts. A whetstone by itself repairs 10pts of item damage. The character has a Craft Weapon skill of 15. When using the whetstone, he would repair 25pts of damage on the weapon.
6) A similar usable can be designed for bludgeoning weapons.
7) Whether a weapon can be maintained by the character can be determined by his Craft Weapon skill. IE, a basic weapon could be repaired at 5 ranks, but a weapon with particularly powerful enchantments may require ranks of 25 or more.