Sup?
I generally prefer to game straight out of the box without much house rules but there's one thing I feel is missing from the weapon stats and that is some sort of "chance to break" or durability.
Essentially I am thinking to give each weapon a durability rating using chaos stars. Once you've rolled enough chaos stars the weapon is downgraded with some hefty minuses, say perhaps -2 DR and -2 CR and / or some trait like Unbalanced or In Need of Repair or some such (doing something bad though I am not sure what exactly). I want a character to think twice before using the weapon but be able to if desperate enough. If another chaos star is rolled while the weapon is in this state it breaks permanently. If taken to a relevant craftsman before it can be repaired and rebalanced for a smaller fee, say a tenth of its original cost.
Then, after perhaps ten repairs, and now I am just typing as I think, a certain weapon got get an additional trait - I Know your Knocks and Crannies Like the Back of my Hand (name subject to change). This would give a small but noteworthy bonus, a fortune die sounds about right, because of a character having become atuned to a certain, unique weapon and learnt it's every imperfection and inbalance.
Anyways, that last piece I am not so sure about but what I want to get out of this idea is something along these lines:
a) adding to the gritty feeling by adding the risk that your sword breaks while fighting for your life (I also like to think that it adds to the credibility of the game, or immersion if you will.)
b) adding an additional moneysink for the characters to deal with
c) forcing additional interaction with the world by either getting old weapons repaired or buying new weapons
d) being a relatively minor addition to the rules and something that can be tacked on without changing anything (just keep adding those chaos stars)
To me this seems like a really good and somewhat slick house rule but the question is, is it? I would also need some help in determining how many chaos stars a standard hand weapon should take before breaking. I do not want weapons to break to often while still being a real concern and something that characters needs to take into account before heading out. Essentially what I want your help with is telling me if this rule will do roughly what I want it to do, in your opinion.
Thank you for reading.