Weapon and Armour Durability

Weapon and Armor Durability
*Sigh* 'This isn't cutting anything,' - Lord Robbert Forwyn

 'I told you not to use a tree as a practice dummy,' - Ser Iorn Tefran

 'Tef, I do not need this from you right now,' - Lord Robbert Forwyn

-Excerpt from 'The Boy and the Sword'

After a while or after rather intensive combat, I'll be telling you that your armor or weapons are starting to crack or lose sharpness, etc. You'll need to take actions to repair them, whether that means allowing another to handle it or buying the materials and doing so yourself is left to your discretion.

Weapon Durability Levels
Pristine – Ready to go, no penalties.

Dulling(Melee)/Cracking(Ranged) – Weapons lose a single damage die. DC 12 Repair

Chipped(Melee)/Splintered(Ranged) – Weapons lose another damage die, and your critical failure range increases to 1 and 2. DC 16 Repair

Dull(Melee)/Cracked(Ranged) – Weapons lose another damage die, and your critical failure range increases to 1, 2, and 3.

Shattered (Melee and Range) – Weapon is broken and may no longer be used. DC 32 Repair

Armor Durability Levels
Round according to normal mathematics

Pristine – Ready to go, no penalties.

Bending – Armor loses 20% of their AC protection and reduces Max Dex by 1, increase check penalty by 1. DC 12 Repair

Bent – Armor loses 40% of their AC protection and reduces Max Dex by 2, increases check penalty by 1. Heavy armor speed reduced by 5 ft. DC 18 Repair

Cracking – Armor loses 60% of their AC protection and reduces Max Dex by 3, increases check penalty by 1. Heavy armor speed reduced by another 5 ft. DC 24 Repair.

Shattered – Armor is broken and may no longer be used. DC 32 Repair