Here are some thoughts on creating rules for armors and clothes wear.
First, I must say do like the card system of WFRP3 but when I openened the box for the first time I was very disappointed not to find armor and weapon cards.
Clothes and armor cards are very convenient to track the looks and combat readyness of the character. A PC might own a normal set of clothes, an expensive set for social events and a leather armor. He's relaxing in a big town tavern, what is he currently wearing? What are the special rules applicable (the expensive set might give him 1 fortune dice when with nobles but will get ruined if someone spills his beer or if a fight starts).
Cards are especially convenient because a PC will have a card for each set of clothes / armor and will have to put in front of him wich one he is currently wearing, where the GM and the other player will see it and react accordingly.
The next step is to track the effect of wear. I propose each set to have 3 states: New, worn, wasted. The cards have a wear tracker, with state levels depending of the material. Each time you are hit in combat, you advance the tracker one step; a relevant situation might also move the tracker one or more step (sewers, fire, chaos star). When you reach a wear level, the bonuses changes. For exemple:
- Expensive clothes: New (0-2), worn (3-6), wasted.
New: protection 0/1, +1 fortune dice for Fellowship when relevant
Worn : protection 0/1
Wasted : protection 0/0, +1 misfortune dice for Fellowship when relevant
- travel clothes: New (0-4), worn (5-10), wasted.
New: protection 0/1, +1 fortune dice when facing climatic conditions during travels
Worn : protection 0/1
Wasted : protection 0/0, +1 misfortune dice when facing climatic conditions during travels and for Fellowship when relevant
- Leather Armor: New (0-4), worn (5-8), wasted
New: protection 0/2
Worn : protection 0/1
Wasted : protection 0/0, +1 misfortune dice for Fellowship when relevant (intimidate…)
- Chain mail : New (0-5), worn (6-10), wasted
New: protection 0/3
Worn : protection 0/2
Wasted : protection 0/1, +1 misfortune dice for Fellowship when relevant (intimidate…)
Clothes and armor can be repaired. The cost, time and skill depend of the type:
Travel clothes are easy to patch, but a set of expensive clothes, when worn, can never be made 'new' again(patches don't look good at the emperor court). A metal armor can only be mended in a forge, and it takes time and an advanced skill (forge).
What do you think?