» Sun Nov 22, 2009 3:00 am
They way I suggested it way back was to give every item a quality number, distinct from other things like weight/durability/whatever. For example, you might have two Steel Cuirass items, one with 20 quality and one with 80 quality, the idea being that the latter was forged by a much more skilled smith. After all, just because two items are both technically a "Steel Cuirass" doesn't mean they're identical. The meaning of this quality would vary with the item; an apple might start at high quality and then drop over time as it goes rotten, while a piece of art would have quality depending on the skill of the painter but lose it instantly if it were damaged in some way. For armor, this would generally mean the overall durability of the item, how good it is at stopping attacks and withstanding damage from them.
In addition to that, I'd like to see armor have various resistance grades (slashing 20%, piercing 45%, etc) effecting both how well it protects you from them and how well the armor itself is protected; a piece of armor that's made to protect you from fire is presumably, itself, pretty fireproof. In turn, the armor would absorb different types of damage. Instead of just "93/125 durability", you'd see things like "Dented: 40%", "Punctured: 25%" or "Melted: 11%", showing how badly the armor has been damaged by different attacks. Its subsequent defenses would be changed by these. Melted metal can become warped and brittle, reducing the armor's ability to resist future puncturing attacks, increasing the danger both to you and itself. Armor that has been punctured has holes, creating a chance of an attack slipping through and causing more damage, not hitting the armor at all. Higher quality would result in things like higher resistances, greater ability to withstand damage, and lower penalties. The armor would still have a durability rating, but this wouldn't reduce defense by itself, gradually going down with any type of damage. If any one damage type reaches 100% or durability reaches 0, the armor finally becomes unusable.
It would also involve more advanced methods of repair. Dents could be hammered out anywhere, reducing that damage level, but not increasing durability as effectively. Puncture holes could be hammered closed (straightening bent metal around the hole), but not sealed entirely, for only a partial fix. Full repairs of this nature would require heat and an anvil and such, to really reforge the item and make it like new again. If the skill of the blacksmith doing the forging is lower than the quality of the item, it's repaired like new, but ends up with lower quality than it had before. Things like leather armor could be stitched up and more easily repaired in the field, but would only diminish in quality, since you can't "reforge" leather and otherwise make it new. Aside from quality, there would also be material, which would have different abilities instead of being a simple better/worse scale. Ebony, for example, might be far more resistant to damage because of its hardness, but also impossible to repair in the field as a result.
But, I'm going off on a tangent into other subjects. Basically a single piece of equipment would last much longer and be more of a "big deal" as an item, like a trusty old briastplate you hang on your wall after an adventuring career instead of going through 80 of the dang things a week. That's the kind of system I'd like, anyway. As a sidenote on different repair methods, that was something I added into my suggestions on Necromancy; a very basic reanimation of organic-base armor (leather, chitin, bone, etc.), allowing them to "heal" and essentially be good as new again over time.