[CONAN] Equipment Deterioration

CONAN: Equipment Deterioration

In your usual D&D game, a player has a keen interest in moving on to the next weapon. When he graduates from a longsword to a +1 long, he starts the search for a +2. When he finds the +2, he wants a +3. Once he gets the +3, he's looking for a +3 vorpal, and so on.

Not so in the Conan game as weapons like that don't exist. But, the Conan RPG does have all the important ingredients to make the upkeep of gear and the search for new stuff important to the player if the GM handles his game in a manner suitable to that goal.

I want my Cimmerians to respect steel. I want them constantly to live the life of a warrior, and part of that life is taking care of their gear. I've got a player who has a PC that is supposed to be a Cimmerian smith. Well, I want that character to be useful not just at the village in front of a forge but also while adventuring.

I also want my Cimmerians to spend their wealth on improving their gear. If they're not picking the dead on a battlefield, I want them trading with a smith in order to fix the nicks and dents in their favorite weapons and armor pieces. Occasionally, I'd like a shield to give out, a piece of armor become unusable, or have an enemy spy the horrible shape of the weapon used by his foe and attempt to use the Sunder rules to finish the weapon off, taking advantage of the weapon's sad shape.

I was looking through one of my favorite Third Party d20 supplements, From Stone To Steel (do a google for "From Stone to Steel pdf"...you'll find it), and I keyed in on the section that described adding Equipment Deterioration to a normal d20 game. The rules start on pg. 293 of that book, but I've got some thoughts for tweaking them for the Conan game.

These ideas are not playtested. I'm just brainstorming right now. If you've got a better idea, let's hear it.

In the next post, I'll get into the crunch.
 
I'm always pretty wary about adding in more optional rules to Conan. Not just from a game balance perspective (which is an issue in any game), but also, because Conan is already an extremely crunchy game. There's already SO MUCH for the GM to keep track of that I always feel that adding more might not be worth the minor boon I get out of it.
But also, in my games specifically, I find that sunder and disarm come up alot more than they did in standard D&D (especially with the optional rule of auto-sunder when you hit their parry score), so most times, an item is going to get broken or lost (thus forcing the PC to trade up, to some other weapon thats onhand), long before any weapon wear rules are going to have a major impact.
So, for my games, rules for weapon wear would add some more realism in theory, but really would just add more upkeep for no added effect.
So, what ends up happening in my games is, we trade out the D&D "This is my kind of weapon and I just keep getting better versions of it", for constantly changing what weapon you have (much like how Conan had a different weapon in each story).
 
Nyarlathotep5150 said:
There's already SO MUCH for the GM to keep track of that I always feel that adding more might not be worth the minor boon I get out of it.

You have a sincere point, but let's not kill the idea without discussing it a bit. Hold on and let me get out what I'm thinking. In the end, I may agree with you. "Simple" is key. "Easy" is key. Let's talk about it a bit before we throw the idea out.
 
WEAPONS

So, what I am thinking is doing something like this: Once the combat encounter is over, and the PCs are stripping bodies and performing Short-term Care Heal checks, a check will be rolled for the equipment used during the combat.

Now, this is done after the combat encounter. Don't mess with it during the encounter. This is a late-phase task.

So, what's the check? Simply look at the weapon's Hardness and roll the next higher die available.

If the PC used a cutlass (Hardness: 8 ), roll a d10.

If the PC used a scimitar (Hardness: 10), roll a d12.

If the PC used a staff (Hardness: 5), roll a d6

The roll represents aggregate damage the weapon took during the combat encounter. Like any damage, subtract the weapon's Hardness value from the throw, and if any damage remains, apply it to the weapon's Hit Points.

Using this method, harder items will get damaged less often than softer items.





WEAPON DETERIORATION

Besides making the weapon easier to Sunder, other effects can be applied to the weapon (that will give it a lot of character). I look to the From Stone to Steel book for guidlines. There, it says that every 25% of its Hit Points lost results in a weapon deterioration roll. The book gives different charts for different materials. If you've got a mace made with a bone handle, then you'd pick which chart to roll upon (the iron or the bone chart) once the weapon has lost 25% of its hit points and needs a deterioration roll.

For most weapons (all iron or steel), the following the chart will be used (roll once at 25%; a second time at 50%; and a third time at 75%, with the weapon becoming broken and useless at 100% hit point loss).

So, for each weapon, up to three deterioration effects can be placed on the weapon.

Roll 1d6

Result 1-3 = -1 damage applied to the item.

Result 4-6 = -1 to hit to the item.


Metal dents, cracks, chips, warps, splits, when damaged, resulting in either less effective damage or an item that is harder to use.





THOUGHTS

This system will slowly damage PC weapons, make PC smiths more valuable, and give PCs a reason to trade weapons or spend their wealth repairing their favorite weapons.

The standard method of repair, using the Crafting rules, is used to repair items.

Tito's Trading Post has extended Crafting rules. The Warrior's Companion and From Stone to Steel both have rules for improving and customizing equipment. You might also want to check out the Barbaric supplements. So, if you want a Shield with spikes that will do more Shield Bashing damage, or if you want a sword with more HP than the "normal" model, these rules will help you.

Also consider CONAN: The Riddle of Steel when customizing weapons.




WHETSTONE

Besides the use of the whetstone mentioned in Free Companies, a warrior can use a whetstone to return 1 HP to a bladed weapon as long as that 1 Hit Point will return the item to full Hit Points. A DC 10 Craft: Smith roll is needed.

Thus, the whetstone could be used (provided the DC 10 check is made) to return a broadsword from 9 HP to its max of 10 HP. But, the whetstone could not be used to return a point if the broadsword had 8 or less HP.





ON THE BATTLEFIELD

When a PC strips the dead on the battlefield, double the damage dice and apply damage normally to the weapon: The PC sees the pine handle of a battleaxe protruding from the body of a downed foe. He pulls the weapon and inspects it.

The battleaxe has a Hardness of 7. Normally, a d8 would be rolled and applied as normal damage to the weapon (doing 1 point of damage on an 8 ), but in this case, damage is doubled. Thus, 2d8 are rolled for damage and applied to the weapon normally.

2d8 = 11. 11 - 7 = 4 pts. of damage. HP 5 reduced to 1.

The PC can clearly see that the weapon was nearly destroyed in the conflict. The character tosses the axe and continues his search across the battlefield for a better item.

Items on a battlefield are beaten, broken, and soiled. This rule reflects that condition. The GM may want to increase the possible damage to items to account for long exposure on a battlefield (rust, being exposed to the elements, etc.).





ARMOR & SHIELD

Shields are presented in the Conan RPG with Hardness and Hit Point values. Thus, use the same method on shields as you do on weapons to account for deterioration.

Armor needs Hardness and Hit Point values. From Stone to Steel provides this information for a ton of armor types. Simply pick the closest armor that to that used, and use those stats. The Appendix of that book shows stats for traditional d20 armor types. Or, if you want, you can create Hardness and HP values using the Armor system on page 303.
 
EXAMPLE...



Here's how I envison this system working. I'll use the scenario from my current game where two young Cimmerian warriors discovered an ancient cave complex in the hills not far from their village. Inhabiting the complex were members of a rival Cimmerian clan.

Our two heroes battled their way into the cave (they're looking for a kidnapped clansman--a little 4-year-old-girl) in one fight, then they almost immediately ran into a group that heard the noise. Once through with those enemies, the two blood brothers ventured deeper into the complex, wondering at its ancient cut stone, where they encountered a battle royale in the corridor.

Now, when I said this Deterioration Rule is meant to be used after every combat encounter, I mean that to be interpreted loosely. The heroes didn't stop to check any bodies on the way in (they wanted to keep up their momentum, stealth, and surprise advantage), so, as GM, I sure wouldn't bog the game down with a rule like this. Instead, I'd wait until the PCs were in an "after action" phase, such as they were once they took out the third encounter mentioned above. This is when the PCs started to check the bodies for loot and perform Short-Term Care on themselves to heal their wounds. This is when I would check the PCs equipment for deterioration.

As for NPCs, I only check their status as the PCs get interested in specific pieces of equipment. If the PCs do not want a dagger, then there's no need to check it.

In the game, the PC Silaigne, mainly used a spear and dirk to fight with, one in each hand. Had he used the dirk for a short time--just to cut a cord or a throat once--then I wouldn't even check it. I'm only interested in the weapons used throughout most of the combat encounter(s). Silaigne fought, two-weapon style, with spear and dirk, so those are the two weapons that I will check for deterioration. There's no reason to check anything else (Silaigne wears no armor at this time).

A GM may want to check weapons at the end of each game session, only when the PC's camp, or some other time he deems appropriate. How often is up to the GM and the pace of his game.



The CONAN RPG character sheet looks like this:

DanioraCharacterSheet.jpg


All the weapon stats are listed in the WEAPONS section. It's easy to make note of changing stats. Since shields are often used as weapons in the Conan RPG, I suggest a character's shield be written in as a Weapon. The Hardness and HP you determine for any armor the character may use can easily be provided in the ARMOR AND PROTECTION section of the sheet.

So, for Silaigne, I'll roll a d12 for his Cimmerian Dirk (Hardness 10), and I'll roll a d6 for his "Critter Sticker" spear (Hardness 5). I get a 10 on the d12 and a 3 on the d6, which means neither weapon is effected.

Boom. We're done with Silaigne. Easy as that.

Silaigne is interested in a Battleaxe (Hardness 7) used by one of his foes. Here, I use the Battlefield rule. Thus, I'll roll 2d8 and compare to the weapon's Hardness. I roll a 5 and a 1, for a total of 6. This means the Battleaxe is in fine condition, unspoiled, ready to be taken and used by our hero.





Now, let's look at the other PC, Caelis. Through this fight, Caelis has been throwing javelins and spears. All of these, he found on the enemy. Since the enemy never threw them, there's no need to check for deterioration. Caelis threw them once or twice each, and just for brevity's sake, I decide not to check them. Those weapons are fine.

After an intial thrown weapon toss, Caelis usually entered melee with his Clansman. In melee, he use a hatchet (Hardness 5) and a Targe (shield hardness 6). He wore no other armor.

Since these items received the most use during the 3 combat encounters played, I'll throw once for the hatched (a d6) and once for the shield, (a d8 ).

For the hatchet, I throw a 6, which means the hatchet is reduced by 1 HP. The hatchet only has 2 HP, so the damage is a 50% reduction. Using the rules in From Stone to Steel, this means that two deterioration throws are required. This can be a throw on the hatchet's iron head plus a throw on the hatchet's wooden handle, or two throws on either. The GM can determine this arbitrarily or randomly--whatever he feels is best.

I'm going to throw one deterioration effect on the weapon's blade and one on the handle.

For the hatchet's head, I get a result of: -1 to hit.

This means the hatchet is now using a -1 modifier in combat because of its damage.

The roll on the handle also resutls in: -1 to hit.

Thus, the hatchet is now damaged (to the blade and handle) so that the character will be -2 to hit when using it.

Thinking quick and creatively, the GM says that the iron blade has broken it's seal on the wood handle so that the blade swivels a bit. This makes the weapon hard to use. The repair is going to require a new handle with the blade reseated and sealed so that it doesn't move. Until then, the weapon is penalized with a -2 to-hit penalty.

If the hatchet takes any more damage (it only has 1 HP left), then the seal on the blade will completely break. The iron head will completly rotate on the axe's handle, making the weapon useless (and with 0 HP).

As for the shield, the d8 resulted in a 3, which means the Targe remains sturdy.

To replace the hatchet, Caelis picks up a mace used by his enemy. Hardness 7. Useing the battlefield rule, I roll 2d8, resulting in a total of 6. This means that Caelis has a pristine new weapon to use.

Normally, Caelis would drop the hatchet, but it has been established in the game that it has a mirrored blade and was a gift from his father as Caelis approached manhood. Thus, keeping the hatchet, the player makes the appropriate notes on the hatchet's weapon line on the character sheet.

Boom. All done.
 
Question - What do you think of the Battlefield Rule?



I was thinking that about 50% of the weapons and gear found on the battlefield after an engagment could be picked up and used, good as new. The other half would be spoiled by combat damage (including blood saturation) so that your typical warrior would discard that weapon and keep looking for another to use.

Do you think that's a good rule, the way I implemented it above? Or, is it a bit too harsh? Maybe?

What do you think?
 
So....

So, your typical Cimmerian warrior (or whatever you play in your Conan RPG game) gets in a fight using his broadsword and shield. At the appropriate time decided upon by the GM, gear deterioration is checked (usually only once per game session--if combat takes place). If needed, the character's sheet is adjusted.

Using the Whetstone rule, note how it is likely that the warrior can fix his broadsword by himself if it is damaged. The broadsword has a Hardness 10. First off, it's most likely that the broadsword will not be damaged in a fight during normal use. A d12 is rolled, and only a roll of 11 or 12 will indicate damage on the broadsword.

Even if damage is indicated, it's a 50% probability that only 1 point of damage will be applied to the broadsword. If this is the case, the broadsword is considered to have a severe nick in its blade. The warrior can spend some time with his whetstone to smooth out the nick. He spends GM-determined time using the whetstone on the blade and makes a DC 10 Craft (Smithing) check. If successful, the broadsword is returned to full HP.

This simulates the warrior taking care of his weapon. But, sometimes, a smith and forge is needed.
 
The old Slaine D20 had some fun rules about the malleability of Iron weapons. It's a bit different from what you are talking about but might be usable in a Cimmeria based campaign..... :D

I can't remember them exactly as I'll have to get my rulebook back off an old mate but, iron weapons get bent out of shape in combat. IIRC, it was along the lines of if you roll maximum damage for the weapon's damage die/dice the weapon bends. This represents the fact that the harder you hit something with it, the more likely it is to bend.

It was then something along the lines of half damage and a hefty minus to hit until you stamped the bend out of it. Combat was great fun in Slaine with warriors throwing their blades to the ground and attacking with their shields, fists etc instead. Trying to stamp the bends out of iron blades mid combat had the unfortunate side effect of attracting AOO. :twisted:

You could probably modify it to represent nicks to the iron blades as well. The Riddle of Steel would have earned a fortune in Tir Nan Og. :lol:
 
My check I described above isn't going to work, for a few reasons, so I need a new idea. Something tied to the attack throw would be good. Maybe when Attack = Dodge AC, we do a Sunder on the attacker's weapon? We already have a Sunder + Lock Weapons when Attack = Parry AC, per the Optional Conan Rules. Plus, I was thinking of having Sunder as an option when a Natural 1 is rolled on the Attack.

But, this Attack roll thinking doesn't help me on the Battlefield with found weapons. Part of the appeal of this idea, for me, was to have the PCs examine the dead, picking up a piece of equipment, inspecting it, seeing that it is flawed, then moving on--a Treasure Hunt type of situation.

Back to the drawing board.
 
There are a few rules in place which can help you already.

Armour Damage & Repair on page 179, any blow that does 20+ damage reduces DR by 1d4.

You could also reverse those rules so the weapon takes damage when it hits for 20+ damage (before DR). Maybe half damage (subtract hardness) to itself? Personally I would subtract Armour Piercing from self-inflicted damage as well in these circumstances, or only have it occur when striking armour with more DR than the Armour Piercing (partly because anti-armour weapons were supposed to take more abuse, partly because it gives a little extra protection to High Quality weapons).

If you want to make the attack roll important, when Attack = Dodge have the weapon do half damage to itself the same way.

As you mentioned, Riddle of Steel, Warrior’s Company, and Tito’s Trading Post all have rules for upgrading weapons. These will all help encourage players to look after their favoured weapon. Remember the High Quality weapons rule as well.

Importantly, make sure the players see these in action during the campaign. Have a smith offer to show them his best weapons, or have an enemy use sword-catcher in his off-hand – a short sword with both a Basket Hilt and Catching Quillions gives +3 Parry while still allowing an off-hand attack (although at -1).

Anyway, for looting weapons/shields from the battlefield, I would suggest just rolling a flat number of d6 based on how much abuse you feel it is likely to have taken.

1d6 = short fight, not that much stress on the weapon.
2d6 = longer fight, short fight with some parrying two-handed weapons.
3d6 = longer fight with some parrying two-handed weapons.
+1d6 hard conditions, owners not had a chance to maintain their weapons for a while.
+1d6 long exposure.

For armour you could do the same and subtract twice the DR, and giving the penalties you mentioned to damaged weapons.

Those are my thoughts, I hope they are useful.
 
Back
Top