[quote=“Coolthulhu, post:70, topic:11181”]Making an item un-repairable because of enough failures would be really hacky.
Not informing the player of lack of progress until it’s too late would be quite bad.[/quote]
I didn’t say to render items unrepairable because of failures, if that’s the way you understood it. An item would just be beyond the character’s current skill. My vision is that repeated failure would just consume materials, and damage the item to a degree, but not destroy it.
What exactly counts as “too late” of a warning, or “early enough”, is debatable. The “you’re likely not gonna succeed” message could be displayed after 5 consecutive failures, for example. Or if the predicted chance to succeed is 5% or less. 10%. Or if you’ve damaged the item twice in a row. Up for a debate.
With my suggestion there would still be plenty of risk, if there’s a risk of ruining a slightly damaged item to nearly-destroyed condition. Wearing it would be a constant risk as one hit could destroy it. I just don’t think it’s realistic that you can destroy a clothing item with lack of skill while you’re trying to repair it. Also, it’s bloody annoying when it does happen. Either way, if I feel I’m not skilled enough to repair a clothing item, I put it away until I’m more skilled and not risk getting it damaged further, or worse. To me it’s not a pleasant or a meaningful risk. I take other kinds of risks.
How a character is supposed to gain his skill is debatable. Grind it on zombie clothing… or find a book. Receive NPC training.