in reply to Mark W.: The scheme you proposed is not bad. If you want to implement it, certainly the main choices are up to you anyways. However, I am somewhat concerned that with your scheme equipment will get destroyed far too quickly for high levels and almost no damage on low levels. By turning damage into percent chance to hit, you make assumtions about damage ranges which might not fit. And it will be tricky if not impossible to tune, when "duration points" are all fixed at 0-200. So here's what I could think of: Every piece of equipment has "duration points". These can be set individually per item and work very much like a player's hit points: There is a max value (like 100 for low level items, and about 10000 for high level). During combat, points get subtracted. When you reach values < 50% the item starts to loose "usefullness", just like Mark proposed. 0 points means the item has no use anymore. Repair works like Mark proposed. How do "duration points" get subtracted during combat? - For every hit a player takes, there is a constant chance, e.g. 10%, that the hit *also* damages equipment. If it does damage equipment, one piece of defensive gear (mail, helmet, shield etc) gets chosen by random and the exact same damage that hit the player gets subtracted from this item's "duration points". Some advantages of this scheme: 1. There are two good ways to adjust the speed at which items get damaged: First the overall chance a hit damages equipment. Second, we can balance out individual items by adjusting their "duration points". 2. We have a guarantee that the system stays pretty sane as long as we keep "duration points" in relation to expected hit points of the player wearing the item: A monster which would wreck a player's equipment in seconds, would in fact KILL him in an eyeblink. (Remember: Every damage done to the equipment occurs ten-fold to the player's hit points) 3. "duration points" can provide additional ways to balance and diversify artifacts. Side note: Weapons can work like armour, except that they get damaged from performing successful hits, as opposed to getting hit by an enemy. A bit special tuning will be required there. Now I try to estimating how it could work out for low-levels: A typical low-level player has 50 hitpoints. If we stick him into a room of appropriate monsters, those 50 hp will last a good while - let's say he loosed 50 hp in 2 minutes. That means his equipment averagly receives 5 hp in 2 mins. This sums up to 150 points of equipment damage per hour, distributed randomly among like 6-8 pieces of armour. Hence, items with 100 "duration points" last a few hours of combat-time before repair is required. Same estimation for high-levels: An average high-level player has around 500 hp. However, those don't last long in combat. Usually hp get drained quickly and must be restored with healing skills. Let's say he looses 500 hp in 30 sec. This sums up to 6000 points of equipment damage per hour, distributed randomly among like 8 pieces of armour. Hence, items with 10000 "duration points" last a few hours of combat-time before repair is required. Just my thoughts Andreas