First, excuse me the poor english.
In my group are discussing the issue of broken weapons, with the rules of RMFRP.
On the one hand, we want to introduce a new factor that indicates that although a weapon do a check-rupture with success, is damaged. We had thought that the weapon's bonus would be reduced as follows:
1st checkup: -1
2nd checkup: -2, total -3.
3rd: -4, total -7
4th: -8, total -15
5th: -16, total -31 (useless).
Perhaps it is better to reduce the strenght of the weapon? or both?
This penalty could be eliminated fixing the weapon at a blacksmith. What do you think? there is any rule in a book about it?
On the other hand, is the issue of magic weapons, of Mithril, special materials or exceptional properties.
Some in my group argue that these weapons should never be broken, something with which I disagree. According to Treasure Companion, indicated that the Mithril, has a 20 strenght bonus, which already reduces their chances of breakage. Very difficult to break, yes, but not indestructible.
And finally, a weapon that does not pass the checkup of breakage, how do you apply the damage taken? the weapon is totally useless? because there are probabilities to be broken by the handle (example axes) and only change it. We had thought that depending on when it fails the breakage roll, it will break proportional. Example: If you fail by 5 with an axe, only you break the bottom of the handle, you could continue attacking with a -5, but if the failures is 80 the axe would have broken in the header, leaving unusable.
If you fail by 5 with a sword, only break the tip, you could continue attacking with a -5, but if the failures is 80 the sword would have broken in the handgrip, leaving unusable
We wanted to add some rules to give it more realism to the subject of breakage, but we do not want us to slow down or undue complications. Any suggestions or ideas?
Thanks.