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 :
Adventurerās 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 Iām working on an expansion for other items (similar to Kaneās Tag list) but I am still in the process of working things out