craftsmanship

 

Mundane Flaws

Page history last edited by Clay_More@... 3 yrs ago

Item Flaws

 

Not all weapons and armor are in perfect condition when a group of adventurers stumble upon them. Some of them have seen plenty of wear and tear, others have just been laying in storage for a long time. The chance that a weapon or armor has a flaw when it is found depends upon the conditions under which it was found. Newly crafted items have no mundane flaws (but they might have a fantastic flaw).

 

ConditionChance of Flaw
Worn: The item was being carried and used frequently by an opponent when it was found 5%
Storage: The item sees regular use, but is mostly just located in storage. 10%
Pile: The item is part of a treasure pile or other stash of goods that do not see regular use at all 20%
Abandoned: The item is located in an area that is no longer inhabited by anyone. The area might have been abandoned for years, even millenia 50%

 

 

Weapon Flaws

 

If a found weapon has a flaw, roll on the table below to determine which flaw the weapon has. Reroll if the flaw seems inappropriate. The DM has the liberty at all times to designate a flaw which seems appropriate for the location where the weapon was found (for example, a weapon found at the bottom of a lake will most probably be rusty).

 

1d20 Weapon Flaw
1-6 Dented
7-11 Rusty
12-13 Bent
14-15 Dull
16-17 Chipped
18-19 Cracked
20 Shattered

 

Dented: The weapon has small dents and scratches in it that makes it slightly less wieldy. The weapon suffers a -1 penalty to its attack rolls untill it is fixed, a small procedure which takes 30 minutes and requires an appropriate Craft check (DC 10). No forge or equipment is required to repair a dented weapon.

 

Rusty: The weapon has rusted from being stored under inappropriate conditions. The damage die used to determine the damage of the weapon is one type lower than a normal weapon of the same type. For example, a rusty longsword which normally deals 1d8 damage would instead deal 1d6 damage. The weapon also has one less point of Hardness. Cleaning up the weapon takes 2 hours and requires an appropriate Craft check (DC 10). Some blacksmithing equipment is required to repair a rusty weapon, but not a forge.

 

Bent: The weapon has been bent from use. It can still be used, but it is very unwieldy. The weapon suffers a -2 penalty to its attack rolls untill it is repaired. Repairing a bent weapon takes 6 hours and requires an appropriate Craft check (DC 12). A forge is required to repair a bent weapon.

 

Dull: The weapon has a dull edge, making it far less deadly in combat. The weapon causes one damage of a die type one type lower than usual, as the rusty flaw. The weapon is also incapable of causing a critical hit untill it is repaired. Sharpening a dull weapon takes 3 hours and requires an appropriate Craft check (DC 10). All that is required is a sharpening stone.

 

Chipped: A chip of the weapon has been broken of. This affects the balance of the weapon greatly, and it also diminishes the usable edge of the weapon. The weapon suffers a -2 to its attack rolls, and all damage caused by it is one die type lower, as the rusty flaw. Repairing a chipped weapon requires 1 lb. of the same material that was used to manufacture the weapon. Repairing the weapon takes 12 hours and requires an appropriate Craft check (DC is the same as the Crafting DC of the weapon).

 

Cracked: The weapon has a deep crack in it that makes it virtually impossible to use for combat. The weapon suffers a -4 penalty to its attack rolls and the damage caused by it is two die types lower than a normal weapon of the same type. Repairing a cracked weapon takes half as long as it takes to craft the weapon from the ground up. The craftsman also requires 1 lb. of the same material that was used to manufacture the weapon, as well as an appropriate Craft check (DC is the same as the Crafting DC of the weapon).

 

Shattered: The weapon is completely shattered. The weapon can't be used in combat untill it is repaired. Repairing a shattered weapon takes as long as it takes to make a new weapon of the same type. The Craft DC is the same as the Crafting DC of the weapon. To repair a shattered weapon, the craftsman requires 1 lb. of the same material that was used to make the weapon.

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