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Forum Home > Homebrew/Rules Discussion > Self repairing items?

Zalon
Administrator
Posts: 154

Hey guys, I am looking for a way to give an item regeneration/mending/self repair of some sort. I assume it would be something like an unlimited or at will cast of mending... but I want your guys opinion on what would be the best way to achieve this? (both for a PC and NPC's use) Any thoughts/ideas? 

Thanks

-Z

November 19, 2011 at 1:00 PM Flag Quote & Reply

Zalon
Administrator
Posts: 154

I guess my OP was a bit vague... I'd like something like a sword or shield to be able to repair damage on it in order to reduce its likelyhood of being sundered or broken, not to grant its wearer/weilder regeneration. Ideally per round, but any regeneration would be acceptable. any thoughts?

November 19, 2011 at 1:10 PM Flag Quote & Reply

Ontrix
Administrator
Posts: 27

So long as it doesn't end up adding to combat time and won't cause items to fix themselves once they are broken I don't have a problem with this. Should be expensive imo, perhaps around the 4 - 5k mark at least.

November 19, 2011 at 10:03 PM Flag Quote & Reply

Zalon
Administrator
Posts: 154

Well what do you suggest the rate of healing be for a 4-5k price tag? should we set different levels of the enchantment that will do different rates? a lesser at like 1 HP/hour, regular at 1hp/minute, and a greater at 1hp/round or something like that? or should we just do one flat at a given rate? I'd like as much input from you guys as possible. I want this to be a good enchantment, but not too good (not that we see a lot of sunderer's, but if anyone decides to build one, then the DM's will more than likely start throwing them back at us) lol

-Z

November 20, 2011 at 12:25 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

Have thoughts, @ work, will post later, but...

 

Like the idea. Dont have any problem with it. Dont think it should be nearly as expensive, because it is cool but not super super useful (even 1hp/rnd isnt very big). Big question is: can it repair from completely broken?

--

...imaninja...

November 20, 2011 at 7:05 PM Flag Quote & Reply

Zalon
Administrator
Posts: 154

I'd like to see two versions. one thats a lower end that can't repair from broken, then a higher end more expensive one that can. but that's just me.

-Z

November 20, 2011 at 8:10 PM Flag Quote & Reply

Opalshine
Administrator
Posts: 124

I would propose increasing the hardness and starting HP of the item instead of adding a new regeneration clock that we have to manually keep track of.  If the item has, say, +4 hardness and +20 HP then it would be much simpler than the new regen mechanic.  Of course, it would also be even stronger (more sunder-resistant)  but that's fine with me.

--


November 21, 2011 at 2:11 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

The item index actually has rules for something like this.  I can't rememeber the ful  starts, but it basically allowed an item to heal itself if it was sundered.  It was a type of metal, and I think it was in the BoED.  I'll try to look it up tongiht and post it.


As a follow-up....not being able to heal items might force characters to take craft (weapons) or similar skills.  Personally, I'd like this version, but as a special metal, I'm ok with that as well.

November 21, 2011 at 5:54 PM Flag Quote & Reply

Ontrix
Administrator
Posts: 27

Repair from broken: There is a material that does this, and if that's the property you want, then you'll have to buy it. I don't like the idea of an enchangement that can do this.

It's called Aurorum, and at +4k you can get a weapon made out of it that will (for a full round action) fix itself it broken. There's more to it, go read BoED p 38.


Adding HP and Hardness: Magical enhancement already does this, we're not talking about increasing an items durability, but instead having an item that can repair itself over time.


This property should not flag in combat, so no hp/round repaired. Instead it should be an hp/minute or hp/hour repair rate. This removes the idea of another clock that must be handled, and it gives us a few versions. Hour(s) on the lower end and Minute(s) on the higher end. Should this ever come into play in combat, it would be up to the wielder to track, and if they forget about it then it's too bad. Just as with attack and damage rolls, if you forget your buffs we don't roll back rounds to do them properly. Even on the highest end I'm not ok with any property on an item as an enchantment that would repair from broken. Once the items is busted, it's busted, there are already rules and methods of fixing that.


I think the idea is good, and could introduce some interesting variations. I don't see a problem on the front of a regen clock or an existing mechanic. Price should still be high, around at -least- 4k on the low end. Not an enchancement, take a look at the silent moves property for armor, it won't flag the increasing cost of enchantments but instead costs a flat rate regardless of the items enhancement level.


My suggestions for price:

4k = 1 hp / 2 hours
6k = 1 hp / 1 hour
8k = 1 hp / 30 minutes
10k = 1 hp / 20 minutes
12k = 1 hp / 10 minutes
14k = 1 hp / 5 minutes
16k = 1 hp / 3 minutes
20k = 2 hp / 3 minutes
24k = 2 hp / 1 minute

November 24, 2011 at 2:50 AM Flag Quote & Reply

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