Items

Items have a chance of breaking per use, depending on the material and quality of craftsmanship. Ceramics and glass have a relatively high chance while stone has a lower chance. The broken item either needs to be repaired or replaced. Damaged weapons and armour mean the PC cannot use the damaged item in combat. This gives crafters and merchants more to do and keeps economy moving. Same can happen to weapons, armour, etc.

Perhaps the better something is made (can use material quality and time spent as well as skill ranks to determine quality) and by a higher skilled craftsman the longer it lasts before the breaking rolls start or the smaller the chance of it breaking.

Show those with relevant appraisal and other skills the quality of a raw material or crafted item. This is an active skill; it will only tell PCs with the appropriate appraisal skills with a command.

include durability (to determine if the weapon breaks), material quality, and time spent in value estimations etc.

No ‘auction house’. Raw materials go directly to the relevant market for sale.

Clothing can tear during combat or sparring.

Crafting

In order to craft something, a PC must have the relevant skills, the relevant raw material, the relevant tools, and time.

The frequency of break checking is determined by PCs’ relevant appraisal (f.ex , the PC’s armour or sword skill) needed to determine if they should take their thing in for repair. If their appraisal is accurate, they can take the object in to a crafter who can repair it. Repairing an item takes time; for an average sword fixing it could take a day and several days for repairing a high-quality item. To keep quality high, an item must be repaired by a craftsman with skill levels as great or equal to the original craftsman’s skill levels.

Time must pass for each item to be made - for an average sword it could take a week, for a sword of exceptional quality it might take a month.