Weapons are sorted into three basic categories that determine how much damage they do.
- Small weapons do 1d4 (darts, daggers, etc)
- Medium weapons do 1d6 (swords, axes, most one-handed weapons)
- Large weapons do 1d8 (Horse-mounted lances, most two-handed weapons)
Some weapons have modifying tags such as [Light] or [Heavy].
- Light weapons use Dexterity (DEX) for both attack and damage rolls.
- Heavy weapons use Strength (STR) for both attack and damage rolls.
- Dagger [Small] [Light] +DEX to attack, 1d4+DEX damage.
- Brass Knuckles [small] [heavy] +STR attack, 1d4+STR damage.
- Long Sword +DEX to attack, 1d6+STR damage.
- Two-Handed Battle axe [large] [Heavy] +STR to attack, 1d8+STR damage.
- Short bow [Light] +DEX to attack, 1d4+DEX damage.
- Long bow [large] +DEX to attack, 1d8+STR damage.
- Crossbow [Heavy] +STR to attack, 1d6+STR damage.
Other tags for weapons may be added later, but all will follow the same format of this: [word here]
The three basic types of damage are slash, stab, and smash. Or slashing, piercings, bludgeoning. Should be fairly self-explanatory as to what weapons do what type of damage. If a weapon has two types of damage, say long swords can be either slash or stab and a Player Character attacks a monster resistant to slash but not stab, the sword does the type of damage the monster is resistant to unless the Player Character specifically mentions they are using the other type of damage. Don’t get too precise with this, if the Player Character knows the monster is resistant to one of the forms of damage and has attacked with the other a few times, don’t penalize the Player if they forget to mention before the damage roll which type of damage is used for an attack.
Basic rules for armor:
Base armor class for unprotected person is 6. Adding armor bonuses gives full AC.
Armor is modular. Basic slots are head, torso, arms (2), legs (2). With a seventh spot for shield. In general, armor is light or heavy. Leather and plate, buckler and tower shield.
Full set of leather armor (fairly cheap) provides a +6 to AC. Full suit of plate armor (insanely expensive) provides +12. For character creation purchase armor as one set, during play it will be sold piecemeal.
Pieces of armor have AC bonus of either +1 or +2 (light or heavy). Legendary items may rarely have a bonus of +3. This means that someone in full plate with a tower shield will have AC 19. They will also be encumbered as heck.
Armor can have other properties as well. The goal being to make PCs choose armor pieces based on more than just the AC value. Steel Gauntlets provide +2 AC, but add penalties to dexterity rolls. Cloth shoes provide no AC bonus, but make it easier to move silently, leather armor made from fire lizard hide might protect against fire damage, etc.
Keep in mind that when in a trapped and ancient dungeon it is not a good idea to touch things with bare skin, feet or hands.
This also means that you can have scavenged and patchwork armor based off nearly anything you find during adventures.
- Chitin armor (10 AC, +1 AC each: head, chest, legs)
- Leather armor (12 AC, +1 AC each: head, chest, arms, legs)
- Chain armor (14 AC, +1 AC each: legs, arms, +2 AC each: head, chest)
- Plate armor (18 AC, +2 AC each, head, chest, arms, legs)
Crappy armor loses a point of AC whenever you take a critical hit. (It breaks.)
Average armor becomes crappy armor when you take a critical hit.
Most breaks and tears can be mended by a blacksmith.