I'm wanting to add armor and weapon durability for a couple of reasons. I want them to spend more coin, and add a bit more realism or resource management (give them more things to think about and do). I'd like them to either learn/use their crafting skills to mend their equipment, or spend the money to buy new or get stuff fixed. They can even have use of the armor drops from enemies.
Here's what I came up with so far (borrowing a bit from Tiger's Heart's "Esoterica from Thedas"):
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Each piece of armor and weapon has a certain Durability Rating which is affected by overuse or damage.
All basic armor has a Durability Rating of 2 times its Armor Rating plus 50. (Cloth has DR of 30.) Shields use their Shield Bonus in place of AR.
All basic weapons have a Durability Rating of their maximum possible damage plus 100.
Each time the armor-wearer takes damage, the attack roll’s Dragon Die value is subtracted from the armor’s Durability Rating. Armor with DR of 1 or less automatically has Armor Rating 0.
Each time a weapon is used, the attack roll’s Dragon Die value is subtracted from the weapon’s Durability Rating. A weapon with DR of 1 can’t be used (or may only be used as an Improvised Weapon).
Weapons and armor with DR of at least 1 may be mended, whereas items with DR of 0 are considered broken and beyond repair.
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Any ideas? Is it too much? Too little? Should this kind of stuff just be left out of an AGE game?


