Repair and Patching / Tracking Wear and Tear

This adds extra inventory tracking and complexity that you should evaluate to see if its worth it. Tracking wear and tear over time is a good way to control the use of loot in a realistic fashion. Crafters and tradesmen use Work Stations and Toolkits to make and Repair/Patch their materials. Items needing repair will reduce the the value of goods sold as loot.

Wear and Tear over Time

Found Item/”Battle Worn”

For GMs who want to add realism and flavor to the handling of used items, assume all armors gained as loot have this condition. The item is Vulnerable to a Full result – it is made Useless on a check result of 1 on a d6 until repaired. Repairing simple “Battle Wear” (see Weapons and Armor) costs 10% of the normal item price.

  • Armor: The armor has a penalty of -1 to its maximum (not base) Resilience in addition to the Vulnerable provision.
  • Weapons: The weapon has a penalty of -1 to its maximum (not average) damage in addition to the Vulnerable provision.

Weakened: When the item is involved in a Full OR Critical, it is made Useless on a check result of 1 on a d6. It can only be Patched, not repaired.

Incarna d20™ Tracking Wear and Tear Details

This content is part of the i20™ Variant for the d20 System™.

d20 [specific[ Requirements:

SIMPLE METHOD of tracking wear and tear:
Half its AC value in Short Rests; half its AC value in cost.
Replacement to refill the kit with supplies = 50%
Repair Kit (Intelligence); Survival skill may assist in scrounging materials to affect repairs.
REPAIR skill reduces the cost by 5/10/15/20%?
material uses: x/x*2/x*5/x*10 –
Can only restore 1 Resilience; cost portion/success/failure/duration

iCore Tracking Wear and Tear Details