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Difference between revisions of "Basic Equipment"

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== Armor ==  
 
== Armor ==  
  
The armor system is simple. Wearing armor grants you a bonus to your Defense rolls against physical attacks. Different types of armor require certain amounts of Strength or Dexterity to wear, and incur penalties to certain types of checks. There is a special Defense Bonus for wearing armor pieces of a similar type (also known as a Set Bonus).  
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The armor system is simple:
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*Wearing armor grants you a bonus to your Defense rolls against physical attacks.  
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*Different types of armor require certain amounts of Strength or Dexterity to wear, and incur penalties to certain types of checks.  
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*There is a special Defense Bonus for wearing armor pieces of a similar type (also known as a Set Bonus).
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*You can wear four pieces of armor at a time, in these four slots: Gloves, Boots, Legs, and Chest.
  
 
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Revision as of 10:17, 25 February 2019

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Players can wear equipment that increases their combat capabilities. Official equipment slots are: Weapon, Chest, Legs, Boots, Gloves.

Each of these slots can be filled by a blacksmith or tailor. Additional pieces of equipment, like rings, headpieces, etc. don’t have official slots and are rare items. With the exception of magical enchantments, additional slots do not count towards armor bonuses. If you find one, you can equip it. Common sense rule here.

Durability

All equipment has a certain amount of durability. At the END of a campaign, all armor and weapons receive a 20% durability tax. Items that reach 0% durability break.

A blacksmith can repair metal weapons and armor, and an artisan can repair bows. A tailor can repair leather or cloth armor. More details about the repair costs for gear can be found on the Professions page. Weapons and armor cannot be fixed with a different metal or leather type than it was forged with.

Armor

The armor system is simple:

  • Wearing armor grants you a bonus to your Defense rolls against physical attacks.
  • Different types of armor require certain amounts of Strength or Dexterity to wear, and incur penalties to certain types of checks.
  • There is a special Defense Bonus for wearing armor pieces of a similar type (also known as a Set Bonus).
  • You can wear four pieces of armor at a time, in these four slots: Gloves, Boots, Legs, and Chest.
Category Armor Type Defense Bonus per 2 pieces* Requirements to Wear Penalties per 2 pieces
Heavy Ringmail, chainmail, splint, plate 3 5 Strength, 5 Stamina -3 Dexterity Checks, -2 Strength Checks
Medium Hide, scalemail, half-plate 2 3 Strength, 3 Stamina -2 Dexterity Checks, -1 Strength Checks
Light Padded cloth, leather, studded leather 1 None

If you are wearing a mixed set of armor, you may have to determine the Defense Bonus of a single piece of gear. You can calculate your Defense Bonus for a single piece of gear by halving the Defense Bonus per 2 pieces and rounding it down. The DM may work with you to provide a different Defense Bonus in special circumstances.

Armor Quality

Armor can be built from different kinds of materials. The Professions page goes into more depth about what kinds of materials are available in the Ilisara RPG. In summary, there are three different kinda of materials:

  • Common materials provide no bonus
  • Rare materials provide a +1 bonus to defense
  • Epic materials provide a +2 bonus to defense

Every piece of armor must be built from materials from the same tier to get the bonus. So, you’d need a full set of Epic armor to get the +2 bonus to defense. Only wearing Epic pants won’t cut it.

Armor Enchantments

Magical Defense is acquired by enchanting your armor. Each piece can be enchanted with +1 Magic resist, granting a possible +4 Magical Defense. Only enchanters can enchant armor, and they are few and far between.


 

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Weapons

Weapons can be bought or crafted. The finer the material they are made out of, the higher their damage. This follows a system similar to the quality of Armor.

  • Common materials provide no bonus
  • Rare materials provide a +1 bonus to the weapon’s damage
  • Epic materials provide a +2 bonus to the weapon’s damage

Weapons require different levels of Strength or Dexterity to use. Heavier weapons require more Strength, and weapons with finesse require Dexterity. Some weapons might even require both.


Base Weapon Damage

The chart below provides base damage, as though a weapon is made out of Common materials.

Weapon Damage Hands to Wield Stat Requirements
Short Sword D6 + Material Mod 1 Hand 1 Strength 1 Dexterity
Long Sword 1 + D6 + Material Mod 1 Hand 2 Strength 2 Dexterity
Great Sword 3 + D8 + Material Mod 2 Hand 5 Strength 2 Dexterity
Mace / Hammer / Axe 1 + D6 + Material Mod 1 Hand 2 Strength 2 Dexterity
War Hammer / War Axe 2 + D10 + Material Mod 2 Hand 5 Strength 2 Dexterity
War Staff D4 + Material Mod 2 Hand 1 Strength 1 Dexterity
Dagger / Knife D4 + 2x Material Mod 1 Hand 1 Strength 3 Dexterity
Shortbow* 2 + D8 - (X for long distance, DM discretion) + Material Mod 2 Hand 1 Strength 2 Dexterity
Longbow* D8 + (X for long distance, DM discretion) + Material Mod 2 Hand 2 Strength 5 Dexterity
Compound Bow* 1 + D8 + Material Mod 2 Hand 3 Strength 4 Dexterity

* A Bow can be used at range. Ammunition (Arrows) have a Material Mod, and without arrows a Bow cannot fire. A bow cannot be used in melee range. Arrows and ammunition are covered in more detail on the Other Equipment page.

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Shields

Shields come in a number of varieties. In order to wear them, you must equip a 1-handed weapon and then use the Shield in your off-hand. Shields have the following stats, and requirements. Shields only reduce the amount of Physical damage you take. Magical damage is not affected by wearing a shield.

Shield Physical Damage Protection Stat Requirements
Wooden Shield -1 damage taken 1 Strength, 1 Dexterity
Small Plate Shield -1 damage taken 2 Strength, 2 Dexterity
Buckler -2 damage taken 3 Strength, 3 Dexterity
Tower Shield -3 damage taken 5 Strength, 4 Dexterity
Riot Shield -2 damage taken, 1 damage to attackers 5 Strength, 5 Dexterity

Like weapons and armor, the finer the material they are made out of, the more damage reduction shields have.

  • Common materials provide no bonus
  • Rare materials provide a +1 bonus to the shield’s damage reduction
  • Epic materials provide a +2 bonus to the shield’s damage reduction