Damaged Defensive Equipment
One of the complaints that one of my players makes is that they've bought all the gear and she's now the money bags in their game. That's because we're playing vanilla EU rules where you can only buy an item once. So to combat this I've been thinking about throwing in an element of maintenance with armour and Teldurn's and IvenBach's post's has prompted me to post the following (I haven't searched if others do anything, clearly Teldurn's does). This was also an issue with the Lone Wolf RPG rules which resulted in a lot of discussion. HQ is a bit limited in terms of the range of numbers it works with whereas the LWRPG had plenty of flexibility but even then, people struggled to keep things simple.
So, here's a couple of simple ideas for heroes with equipment (artifacts are exempt from damage);
(keeping in mind this is about introducing a trigger for damage and not affecting the outcome of combat)
• like what some do with weapons in attack, all
's result in damaged equipment
(this results in a lower chance of damaged equipment the more you have)
• if they roll more
's and you roll more
's than your number of defensive equipment, then an item is damaged
(this results in weaker monsters are less likely to cause damage than stronger monsters as well as a lower chance of damaged equipment the more you have)
Some damage handling ideas;
• items note how many hits they can take and the wearer decides what is damaged
(this results in repair / replacement situations and means shields and armour can last longer than helmets
• where possible equipment is repaired or replaced between quests
• repair cost is half the purchase price
What do others thoughts or mechanics?
So, here's a couple of simple ideas for heroes with equipment (artifacts are exempt from damage);
(keeping in mind this is about introducing a trigger for damage and not affecting the outcome of combat)
• like what some do with weapons in attack, all
's result in damaged equipment(this results in a lower chance of damaged equipment the more you have)
• if they roll more
's and you roll more
's than your number of defensive equipment, then an item is damaged(this results in weaker monsters are less likely to cause damage than stronger monsters as well as a lower chance of damaged equipment the more you have)
Some damage handling ideas;
• items note how many hits they can take and the wearer decides what is damaged
(this results in repair / replacement situations and means shields and armour can last longer than helmets
• where possible equipment is repaired or replaced between quests
• repair cost is half the purchase price
What do others thoughts or mechanics?
with that die, then the roll counts as two hits, but the monster's weapon brakes, reducing it to one less Attack Die. With the Heroes, a