Item Durability

Submitted by Thad (He/Him) on Tue, 11/1/2011 at 10:50am

This one came up in the Combat discussion group. The idea that was pitched was that a smith would have some ability to restore armor. I nixed that for simplicity and realism, but opened up the idea that a smith may be important for long-term item maintenance. For example, perhaps all pieces of equipment have a durability that decreases each event they are used, and a craftsman is needed to restore that durability regularly or else the item becomes broken and unusable.

It adds complexity, but it reinforces to the importance of trade skills and thus promotes interdependence and commerce. How do we feel about this idea?

All this means to me is that smiths and leatherworkers lose production that would generally be going to be used to make better items later on.  JCs, Scribes, and Herbalists get off without concern and the biggest people that you're going to upset are those that actually go through the effort to acquire and wear armor.  Its enough of a pain to get and wear armor, people shouldn't need an in game way of having to maintain in in addition to all the other drawbacks to the minor bonus of wearing armor.

I am with Scott on this one.  While it may be a decent way to foster more roleplaying for those that have trade skills, it definately would miff me to have to fix everyones armor and weapons after every mod.  Trading production for gold is a waste in my eyes, and it makes other trade skills not take a hit on it.  I can understand the concept of people roleplaying and like the sentiment of it, but as a smith I don't want to have to give up my hard earned production for a mechanic.

    This is true. Production is hard enough without adding an upkeep for certain skills. 
 
      If anything, I would like to see it be a little easier to produce goods.  Some players are really into the idea of making gear and doing trade with other players.

It seems the resounding sentiment is that anything cutting into what is already scarce trade skill production should be avoided. I'll go ahead and call this idea killed, then, at least until we discuss trade skills, after which this may be less of a concern.

I like the idea. But we have to have an item for each crafter class. IE JC fix wands and fetishes. Enchanters repair your enchantments, Blacksmiths repair your armor and weapons, etc.
 
Oh and it doesn't cost production, if we keep production.
 
I'm of the mindset that each item costs a certain ammount of time to make and your skill decreases that time.
 
Example: Fine Longsword 2 weeks and the ore in the hands of a level 1 blacksmith.  2 days and the ore in the hands of a level 10 blacksmith.
Never less than one day.