Rule
Variant |
Description |
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Donning & Doffing Armour |
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Don |
Doff |
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Light Armour |
1min |
1min |
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Medium Armour |
5min |
1min |
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Heavy Armour |
10min |
5min |
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Shield(buckler) |
1A or 1BA |
1A or 1BA |
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Shield(other) |
1A |
1A |
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The Restless Repose |
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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). |
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Slow and Ponderous |
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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. |
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Quality & Condition |
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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. |
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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. |
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Quality |
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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. |
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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. |
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Condition |
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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. |
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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. |
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