I know what you’re going to say—in D&D it’s so much easier not to have to worry about weapons getting damaged. But what happens when they do? And how do you have a simple (or laidback, as I prefer to call it) system that doesn’t bog down the game?
Here’s my personal take on weapon and armor damage:
- Every time you roll a 1 (critical fumble) on an attack roll, your non-magical weapon takes damage. It loses -1 to attacks and damage. This stacks with further crit fumbles, up to a maximum of -3, after which the non-magical weapon breaks and can’t be used.
- Armor is treated a little differently: when an NPC or monster scores a 20 (critical hit), you as a player can decide whether you want to take the double damage or whether your non-magical armor is damaged with a -1 penalty to AC. This penalty stacks with successive crit hits up to a maximum of -3, after which the non-magical armor breaks and is unusable. (This option might potentially save the PC from being knocked unconscious or killed by a critical hit.)
- Damaged weapons and armor can be repaired by an armorer, weaponsmith or bowyer (depending on the weapon/armor) for half the original price of the weapon or armor.
- A PC can repair their own weapons and armor during down time if they have have the relevant background and tools (e.g. Guild Artisan or Clan Crafter Backgrounds with relevant area of expertise: armorer, bowyer, weaponsmith). They’ll need a forge if the weapon or armor is made of metal. The price for repairing their own weapons and armor is a quarter of the original cost of the item.
- No matter who repairs the item, it takes 1 day per -1 to fix (i.e. 3 days to fix -3 damaged weapon).
And now you’re going to say, why not just buy a new one? That’s entirely possible, but not every PC may have the money, and it may be the sword is a family heirloom or that shield is the Cleric’s holy symbol. Or the player might just prefer to be self sufficient.
When using a weapon and armor damage system like this, you shouldn’t really use a critical fumble system as well. Or if you do, you could alternate crits with weapon and armor damage. Either way, as long as your players are happy with it.
And remember: monsters with weapons and armor should be affected, too. All’s fair, after all.
Easy weapon and armor damage? Done and dusted!
Game on!
Steve 🙂
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Good reading thhis post
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I really like this idea, specifically the part about armor.
However, one part stands out to me.
If magical armor can’t be damaged by mitigating a crit how would that work out? It would either have to be the magical armor negates ALL crits OR the PC just doesn’t have the option to negate a crit. The first would be too overpowered, the second would render a lot of magical armor worse than non-magical gear.
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That’s a good point. I’ll have to think about that. It’s been so long since I wrote this article I’d forgotten about it 😂👍
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Haha sorry for dredging up the past! I went about it by applying the same mechanic to magical armor but the magical armor doesn’t lose it’s magical affects or properties when it’s at -3. It merely losses it’s armor value. It could even be made more valuable by allowing magic armor to go to -4 before it breaks or -5 depending on it’s +1 / +2 magical item value and so on. But also, you clearly want to keep it laid back and that might over complicate it haha
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Nice fix, though! 😂👍
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