Rule Variant Description
Donning & Doffing Armour Don Doff
Light Armour 1min 1min
Medium Armour 5min 1min
Heavy Armour 10min 5min
Shield(buckler) 1A or 1BA 1A or 1BA
Shield(other) 1A  1A 
The Restless Repose
A character who wears medium or heavy armour for an entire long rest cannot remove exhaustion and recovers 1/4 of their spent hit die (minimum of 1).
Slow and Ponderous
Any medium or heavy armour that gives disadvantage to stealth checks also gives disadvantage to checks related to agile movement (acrobatics). Also, wearers of this type of armour receive an addition -1 movement penalty when moving in water. I.e., a 30ft movement is normally reduced to 15ft in water. A wearer of these more cumbersome forms of armour have their speed reduced to 10ft in water. 
Quality & Condition
Armour and weapons will be subject to two separate but related effects: quality and condition. The quality of the equipment describes how well the item was made. The condition describes item deterioration over time. The quality of a item cannot change once the weapon has been made. The condition of a item will deteriorate over time and will need to be maintained.
On a nat 1 roll to hit, a weapon has a chance for its condition to be degraded. A percentile die is rolled and the result is determined as detailed under "confition". Lower condition items have a larger chance of degrading further than higher condition items. Likewise, enemies that roll a nat 20 to hit have a chance to degrade your armour. The same process follows. Items can be repaired given proficiency in the required tools, otherwise, they can be take to blacksmiths or other skilled workers to be repaired at cost.  
Quality
Feeble Noticeably poor quality; a sword could be crooked, cracked and dull with a loose hilt and armor may have missing pieces, be riddled with rust, and provide patchwork protection. Effects: Disadvantage for social interactions influenced by wealth; Weapons: re-roll max damage on dice, the new results must be taken; Armour: enemies re-roll min damage on dice, the new results must be taken. 
Inferior Has a few flaws but not anything too terrible. A sword could have a chip in the blade or show rust, armor may have a missing strap or be loose in a few areas. Effects: Disadvantage for social interactions influenced by wealth. 
Standard Average item. It will do its job but won’t draw much attention. Perhaps it will show signs of age, but the effects are purely cosmetic. Effects: The default quality, no addition effects. 
Fine Well-crafted, this item will have good balance, a sharp edge, or show its high quality in some way. Rarely show signs of age and may include decorations Effects: Advantage for social interactions influenced by wealth. 
Perfect A true masterpiece for the type, this item is nearly perfect and will often have beautiful ornamentation to show its exquisite quality. A beautiful longsword that shimmers in the light, adorned with a golden, jewel studded hilt. An Ebony harp with golden strings. Effects: Advantage for social interactions influenced by wealth; Weapons: re-roll a 1 on damage dice. The new results must be taken; Armour: enemies re-roll max damage on dice, the new results must be taken. 
Condition
Broken The cumulative damage to the item has caused it to fail. It can no longer be used until a craftsman has taken the time to rebuild the item. Properties: 0% chance to deteriorate lower; cannot be used in any way. 
Damaged The item has been affected by use. Signs of damage will become visible; a chip on the blade, a frayed bow string, a crack in the shield, etc. Properties: 30% chance of degrading; -1 penalty to hit; -1AC on armour. 
Fair The standard level of equipment. Maintenance is just enough to prevent detrimental effects from setting in. Properties: 20% chance of degrading; The default condition, no addition effects. 
Good This item has been well maintained, even if it has seen considerable use. Properties: 15% chance of degrading; +1 bonus to hit; +1AC on armour.  
Pristine That “new car smell.” An item will rarely see this state ever again unless it is left in the hands of a talented craftsman. Properties: 10% chance of degrading; +1 bonus to hit; +ndX damage dealt where n represents the number of die and X represents the type of die; +1AC on armour; -1dX damage dealt where X represents the attacking weapon's damage die.