Difference between revisions of "Equipment, Goods, and Services"
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− | All equipment, goods, and services cost money. General mundane adventuring goods are assumed to be covered in an adventuring kit, which all players are assumed to have. Weapons and armor need to be covered, as do specific choices. | + | All equipment, goods, and services cost money. General mundane adventuring goods are assumed to be covered in an adventuring kit, which all players are assumed to have. Weapons and armor need to be covered, as do specific equipment choices. Ammunition should be assumed to be available, except in specific situations where it is scarce. |
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Latest revision as of 12:00, 1 July 2017
There are 3 main categories of mundane equipment: weapons, armor, and adventuring gear.
Contents
Types of Equipment
Weapons
Main article: Weapons
Weapons are what some classes use to inflict damage. This includes swords, maces, axes, spears, bows, crossbows, guns, etc.
Armor
Main article: Armor
Armor is worn by a person, and protects them from damage. It includes body armor, shields, barding, etc.
Adventuring Gear
Adventuring gear includes other mundane gear. All adventurers are assumed to have an adventuring kit. This kit contains objects such as a rain tarp, a bedroll, a few meters of rope, torches, a couple of vials, some chalk, and other common items that might be useful. It doesn't contain perishables such as food and potable water.
Mounts and Vehicles
Main article: Mounts and Vehicles
Mounts and vehicles are used to travel more quickly or with more weight.
Trade Goods
Trade goods are used primarily by traders, towns, and villages, as consumable goods that people generally need to live their lives. Cereals, fruits, vegetables, construction materials, ores, and refined metals are all considered trade goods.
Services
Main article: Services
Services are actions you can pay others to perform. These include providing food or shelter, labour, spellcasting, enchanting, and labor
Costs and Availability
All equipment, goods, and services cost money. General mundane adventuring goods are assumed to be covered in an adventuring kit, which all players are assumed to have. Weapons and armor need to be covered, as do specific equipment choices. Ammunition should be assumed to be available, except in specific situations where it is scarce.
Weapon | Cost | Availability |
---|---|---|
2-Handed | 2 | 2 |
1-Handed | 1 | 1 |
Off-Handed | 1 | 2 |
Bow | 1 | 2 |
Crossbow | 2 | 2 |
Firearm | 5 | 5 |
Armor | Cost | Availability |
Helmet | 1 | 1 |
Body | 2 | 1 |
Extremities | 3 | 2 |
Shield | 2 | 2 |
Other | Cost | Availability |
Standard Mount | 2 | 1 |
Unusual Mount | 4 | 5 |
Vehicle | 2 | 1 |
Kit | 1 | 1 |
Level N Spell | N | N+2 |
Level N Labor | N | N |
Level N Ritual | N + Ritual Cost | N |
Trade Goods | 1 | 1 |
Equipment and goods that're affected by size have the following modifiers.
Size | Cost | Availability |
---|---|---|
N sizes larger | +N | +N |
Small | +0 | +0 |
Medium | +0 | +0 |
N sizes larger | +N2 | +N |