Your table rules

Hi Storyroller,

Sure. As I now favor rules-light systems (TD, ICRpg, C&S), over years of playing complex rules-systems (mostly d&d 2e, 3e, 4e, pathfinder 1e) I tried to come up with a system of tagging weapons and armor to enhance their purpose and diversity, all while staying simple.

Here is the weapon and armor categories and associated tags:

Weapons and Armors have tags based on their type:

Weapons

Blade ( Melee - Close, Sharp): Axes, Daggers and Swords

Heavy ( Melee - Close, Heavy): Flails, Hammers, Maces and Picks

Common (Melee - Close): Clubs, Flails, Scythes and Staves

Ranged (Ranged - Near, Far, UD12): Bows, Crossbows and Slings

Polearm ( Melee - Close + Near, Reach, Two-handed): Halberds, Glaives, Spears and Tridents

Thrown ( Melee+Ranged - Close, Ranged - Near, Close-Quarters , UD6): Axes, Bolas, Javelins, Knives

Weapon Tags

Heavy: Always deal ENERGY EFFORT, uses +1 inventory slot

Two-handed: Add STR to damage, needs 2 hands to be used, uses +1 inventory slot

Reach: Make melee attacks within NEAR range, Reach weapons always automatically gain the Two-handed tag

Sharp: always deal ENERGY EFFORT against non-armored targets or vulnerable objects

Close-Quarters: Use thrown weapons in CLOSE melee range

Broken: Deal only BASIC EFFORT

Armors and Shields :

Adventurer’s Garb: +1 Defense, Agile +2 Inventory spaces

Leather Armor: +2 Defense, Agile

Brigandine: +3 Defense, Sturdy

Plate Armor: +4 Defense, Bulky, Sturdy

Buckler: +1 Defense, Agile

Kite Shield: +2 Defense, Sturdy

Tower shield: +3 Defense, Bulky, Sturdy

Armor and Shield Tags

Agile: Add DEX instead of CON to DEFENSE

Broken: -1 DEFENSE (min. 0) and DEFEENSE rolls are always HARD

Bulky: takes up +1 inventory slot

Sturdy: Negate x amount of hits/session equal to armor/shield DEFENSE modifier

Currently I’m working on an expansion for other items (similar to Kane’s Tag list) but I am still in the process of working things out

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