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.
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.
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.
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