Saturday, May 2, 2020

Writing an OSR(?) game from memory, Part 3: Equipment

A much shorter post this time. I'll probably break spells into two posts.


Equipment

Characters start with 3d6x10 gold pieces (gp). 10 gp weigh 1 lb.
1 gold piece = 10 silver pieces (sp) = 100 copper pieces (cp)

Melee Weapons
Weapon | Cost | Weight |Special
Axe  | 10 gp | 8 lb | Can be thrown up to 10'
Club | 2 gp | 6 lb | Made of wood
Dagger | 3 gp | 1 lb | Can be thrown up to 10', easily concealed, short reach
Greatsword | 20 gp | 15 lb | +2 damage, must be wielded with both hands
Mace | 8 gp | 8 lb | -
Spear | 9 gp | 8 lb | Double damage if hitting a charging target, can be used to attack from the second rank
Staff | 2 gp | 5 lb | Made of wood
Sword | 8 gp | 7 lb | -

Ranged Weapons
Weapon | Cost | Weight | Range | Special
Bow | 10 gp | 7 lb | 100' | Requires two hands to nock and shoot
-10 arrows | 1 gp | 1 lb
Crossbow | 15 gp | 12 lb  | 50' | +2 to damage, takes one round to reload
-10 bolts | 1 gp | 1 lb
Sling | 5 sp | 0.5 lb | 50' | Can be "fired" with one hand
-10 stones | 1sp* | 0.5 lb
*Cost to hire someone else to find stones. A character may instead spend 1 turn searching for stones, which will find 1d4-1 (0-3) usable stones.

Armor
Armor type | AC | Weight | Movement
None | 9 | - | 40' per round / 120' per turn
Leather | 7 | 10 lb | 40' per round / 120' per turn
Chain | 5 | 25 lb | 30' per round / 90' per turn
Plate | 3 | 60 lb | 30' per round / 90' per turn
Shield | * | 5 lb | - |  -
*Shields improve AC by 1 point; no armor + shield = AC 8, leather + shield = AC 6, etc.

Other equipment and tools
Item | Cost | Weight | Notes
Backpack | 5 gp | 2 lb | Can hold about 40 lb/400 coins Candle | 1 cp | - | Illuminates 10' radius, 5-in-6 chance to be blown out by strong wind, etc.
Hammer | 1 sp | 1 lb | -2 to hit and damage
Holy symbol | 1 sp | 0.5 lb | Used by clerics, shamans, and anti-clerics
Holy water | 10 gp | 0.5 lb | Deals 2d6 to undead and demons, delays onset of regular diseases for 1d6 days and supernatural diseases for 1d6 turns Iron spike | 1 sp | 1 lb | -2 to hit and damage
Lantern | 1 gp | 2 lb | Illuminates 30' radius, 1-in-6  chance to be blown out by strong wind, etc.
Manacles | 10 gp | 5 lb | Includes keyPole, 10' | | 10 lb | Can be used as a weapon with -2 to hit and damage
Rations, iron | 3 sp | 2 lb | Enough cured food to last 1 day, 1-in-6 chance to distract intelligent monsters if dropped
Rations, trail | 3 sp| 2 lb | Enough fresh food to last 1 day, 1-in-6 chance to distract unintelligent monsters if dropped
Rope, 50'  | 1 gp | - | Can hold up to 300 lb if properly secured
Sack, large | 1 gp | 1 lb | Can hold about 20 lb/200 coins
Sack, small | 2 sp | 0.5 lb | Can hold about 10 lb/100 coins
Torch | 1 sp | 1 lb | Illuminates 30' radius, 3-in-6 chance  to be blown out by strong wind, etc.
Wheelbarrow | 10 gp | 20 lb | Can hold about 200 lb/2000 coins, requires two hands to push

No comments:

Post a Comment