Make items unrepairable (but material salvageable).

light door vs cheap sword: 50% door breaks or 50 %sword breaks
light door vs expensive sword: 90% door breaks 10% sword breaks (everything salvageable)
strong door vs cheap sword: 10% door breaks 90% sword breaks (destroying some sword materials/ gems)
strong door vs expensive sword: 50% door breaks or 50%sword breaks (loose one gem)

-> having the chance that you have to rebuild your sword when attempting to break a door (and loosing a gem)-> gold or good crafting


Not in the mood for cheese?
That excuse has more holes than a slice this fine Gorgombert!