I do not know if durability has been decided to be put into the game or not but I do have some pretty good ideas on what you could do for either or.


Without durability:

Allow equipped and un-equipped weapons or certain items to break wooden doors and chests. With chests you have the chances of 3 different things that could go wrong, breaking the item inside the chest, breaking your weapon before the chest breaks, or both at the same time, or the best out come, breaking absolutely nothing. For example: 70% chance to break the chest with no bad outcome, 15% chance to break the item inside the chest, 10% chance to break the weapon that you used to bash the chest, 5% chance to break both at the same time. Only items that can be realistically broken from smashing in a chest should have a chance to break. Broken weapons or armor that either dropped from the chest or were equipped should be salvageable to later be reforged and used.

The STR and FIN attributes, along with your weapon type, should alter the chances of the outcome as well as how long it takes to break the object. STR+weapon type alters speed at which the object is broken. FIN+weapon type alters how precise you are breaking the object; the overall percentage of each outcome.

For example: A character with a high STR stat that's equipped with a 2-H weapon will deal more damage as opposed to a character with a low STR stat that's equipped with a 1-H-weapon. A character with a high FIN stat that's equipped with 1-H weapon will be more precise in breaking the object and will have a higher chance of the getting the best outcome as opposed to a character with a low FIN stat that's equipped with 2-H weapon. Worst case scenario; A character with a high STR, low FIN stat, equipped with a 2H-weapon.


With durability:

Create a talent that allows your weapons/armor to be able to withstand more wear and tear during your journey. You could call it ''Gear Handler'' because only the best of adventurers know how to properly treat their equipment on and off the battlefield. To add on to this idea, you could decrease the amount of durability loss that you take on all pieces of equipment, across the whole board, for all actions, that lower the ''quality'' of your equipment.