Remove ads by subscribing to Kanka or enabling premium features for the campaign.

Repairs – Weapons and Armour

This is a Homebrew Rule table.


During combat

  • Critical Success (20) on a Hit = Armour to be rolled
  • Critical Fail (1) on a Hit = Weapon to be rolled

To be rolled at the end of combat, is when the effects will be checked,

Effects do not stack.

To give agency to players, they can choose what it can be on, if undamaged, and on their person during that combat.

  • Ranged shots with Darts, Spears, Arrows, Bolts, and so on, On a Critical Fail (1), that one is broken.
    Other than that, all ranged ammunition can be collected..


Roll 1d10 

1 No modifications

2 No modifications
3 No modifications
4 No modifications
5 Chipped Weapon = -1 To Hit | Chipped Armour -1 to AC
6 Chipped Weapon = -1 To Hit | Chipped Armour -1 to AC
7 Chipped Weapon = -1 To Hit | Chipped Armour -1 to AC
8 Blunted Weapon -2 To Hit | Blunted Armour -2 to AC
9 Blunted Weapon -2 To Hit | Blunted Armour -2 to AC
10 Broken Weapon -2 to Hit AND Damage halved before modifications | Broken Armour Number halved before modifications

  • Broken,
    If the Armour was Leather which is normally 11 + Dexterity Modifier, from being broken, it would be 6 Rounded Up, + Dexterity Modifier.


Note

**** As mentioned earlier, players can choose which weapon or armour/ shield is affected.

Armour can be switched between Armour and Shields.

Weapons can be switched between Melee and Ranged.

For example, if a Player has Chipped Armour, they can choose their undamaged Shield that they had on their person, to be Chipped instead.


Repairs



  • All spells that specify of repairing/ mending an item


  • Specific tool in a Player’s inventory, and materials

For example, if a sword is damaged, Blacksmith’ Tools may be the best option,
If Leather armour is damaged, than having Leatherworker’s Tool’s would be beneficial.


  • Going to a Trader specialising in that area,

_Going to a Blacksmith’s, to have them repair the equipment.


*** The purpose of this homebrew table rule, is for a party that wants more interactions with role playing, and with shop keepers, merchants, utilising their tools, and having more of a reason to buy or repair equipment.

By rolling the possible effects (and not stacking), at the end of combat, as well as the player choosing between available options, it helps to reassure the players that what they want, isn’t going to cause so much issue that they become nerfed in encounters.

This is in test mode in this campaign, and if ever the party do not like it, becomes too cumbersome, than it will be removed.


--------------------------------

Mending Cantrip


Weapons/ Armour  time =



*Roll twice and take the lowest number, to get lesser minutes if you have the Tool proficiency needed. For Craft person's eye seeing those details etc.

Blunted instantaneous. 1 minute per within 1 foot/ 12 inches


Chipped 1d12+4 = minutes within 1ft


Broken 1d20+4 = minutes within 1ft



Also things burned or corroded, or other elemental damage wouldn't be able to be fixed with the Mending cantrip.  - Needs to be binned/ taken to a repairer.



Mending Cantrip In Detail


Mending



This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.


All of the examples given are clearly not separate objects but parts of a single object that broke. These are all things that combine into a single object which is supported by the spell requiring you to target "an object" and not any number of objects.


- Limitations 


that the damage must be a break or tear.

the damage cannot be any larger than 1 foot in any dimension.

the spell cannot restore lost magical properties.



Mending a 'sloppy connection' that was broken will give the same 'sloppy connection' again.


Mending can fix a dulled weapon, as it brings back the missing edge. Mending restores something to a state it previously had, it doesn't improve upon that. 


The limit is you are repairing something to be back to it's original state, so no, you wouldn't be able to add new material in the mending of it. Because the original state didn't have that.


(Or being able to use Blacksmith's / Leatherworker's Tools, with any other things required, like Blacksmith's Tools may still need a heat sauce to complete etc., or go to a shop to mend)


Broken will take a bit longer, as there is so many issues to look for.

Multiple breaks = using Mending more than once. Mending = 1 minute per use.


Blunted generally would need one cast (within 1 foot/ 12 inches per use of Mending). 

(Or whetsone or Tools)


Chipped takes short amount of time minutes with Mending, as you are looking for all the bits that need repairing, small, big, hair line.


Broken, same as Chipped, just takes a bit longer.