Rules Sketch: Equipment

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

Equipment does need simple mechanics like the heavy descriptor which indicates it takes up two inventory slots. I want to minimise these mechanical hooks, though.

In order for us to keep tagging to the minimum, we need general categories and general category rules. Vehicles and mounts should clearly fit into horse-sized or wagon-sized and it is self evident that a wagon cannot travel in swamps or a horse over ice. I shouldn’t have to put “horse-sized” next to “horse”, and I shouldn’t have to put “not over water” next to “wagon”. But I do need to quantify and qualify certain things.

Most equipment simply does what it does. Climbing gear is for climbing. Wagons cannot be used off roads. When in doubt, discuss your equipment with the GM.

If equipment is not listed with mechanics in brackets next to it, it grants a success in a relevant challenge, facilitates the use of a proficiency, or is subject to a general rule. Examples include: Climbing gear, blacksmith’s tools. Covered wagon. Horse. Sailboat.

Encumbrance

Light equipment is purchased in a set of two and two fit in an inventory slot.

Heavy equipment takes two inventory slots.

Quality

Fine equipment is more effective for a significantly higher price. For each level of fine, gain +1, and the price doubles.

Lock (Fine 3)

Mounts and Vehicles

All horse-sized mounts or vehicles provide 10 inventory slots.

All wagon-sized mounts or vehicles provide 20 inventory slots.

Flying mounts do not provide inventory slots.

Weapons

Long-handles weapons can attack only from reach rank.

Ranged weapons can attack only from reach or ranged rank.

All weapons have a damage type that is usually self-evident (broadsword is slashing; rapier is piercing; club is crushing). Damage type should only be mentioned if it is unusual.

All weapons have a dice value that should always be listed.

For example:

Longbow (heavy, 1d10) — left unsaid is piercing, ranged

Clarity, the Tooth of Zeus (broadsword, 1d8, lightning)

Glaive (heavy, 1d6) — left unsaid is reach, slashing.

Armour

Armour is used to prevent certain types of damage. When armour is first purchased, roll its total HP. When it has no further HP it is destroyed. While it still has HP, it can be repaired by someone with the right proficiency and tools. For example:

Breastplate (heavy, 10d6 slashing)

Rubber shirt (5d6 lightning)

Scale shirt (heavy, 7d6 piercing)

Steel helm (2d6 piercing or slashing)

Shields

Shields can be destroyed to ignore all or half damage from a certain category. For example:

Shield (all mundane, half magical)

Tower shield (heavy, all area of effect, mundane, half magical)

Buckler shield (light, half mundane)

I’m sure new things will come up, but there wasn’t anything else in the Players Handbook that isn’t covered by these rules and tags.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on equipment, if there are questions left unanswered, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

22nd May 2022



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