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!