> I've been fleshing out the XML for my equipment lists. It looks good. > One other thing that has come up is rules specific information - > e.g., a weapon needs stats of some time, as do poisons or locks (how > difficult they are to pick). > > Some thoughts... > > http://www.glendale.org.uk/wiki/doku.php?id=yagsbook:equipment > > Any thoughts as to what other types of equipment need game stats? Any item that gives an adjustment to the use of a skill. This could include climbing/mountaineering gear, lockpicks, moccasins (bonus to stalking), carpentry tools, etc. Also, almost any item can be used as a weapon in a pinch. In my system (which I'm calling Multiverse), each item is assigned a rating ("Item Adjustment," or IA) of how effective it is at its primary task. I think this is fairly portable between rules systems. Items which might commonly be used for more than one task can be given ratings for a secondary task as well. An item which is completely unsuitable for a task would have IA 0, and one which actually hinders a task (such as boots worn while stalking) would have a negative IA. The primary task of a weapon is attacking; that of armor, defending. The Item Adjustment acts as a bonus or penalty to the skill roll. This allows for variations in quality and material as well as societal skill levels. For example, I list the dagger as IA 4 and the broadsword as IA 7. Both are assumed to be average quality material and workmanship for a Medieval society (Metalwork 3). A average-quality broadsword forged by a Renaissance society (Metalwork 4) using the same quality steel might be IA 8 (if each societal skill level adjusts the IA by 1, assuming the same materials). A low-quality medieval broadsword would be IA 6, while a high-quality one would be IA 8. A truly superb medieval broadsword might achieve IA 9. Appropriate adjustments would also be made for different materials. A significant part of the improvement in quality from technological advancement probably comes from better materials rather than better workmanship. For example, a Renaissance swordsmith would have been using significantly better steel than a Medieval swordsmith, and would probably (on average) produce a broadsword with IA 9 (+1 due to Metalwork 4 and +1 due to materials) (assuming average workmanship and materials). I appended the weapons and armor tables from Multiverse in case they're useful. I can't claim that they're scientific. Edward Weapons Under Type, C indicates Crushing, S indicates Slashing, and P indicates Piercing. IA: Item Adjustment SF: Speed Factor 1: Two-handed Pre-Gunpowder Melee Weapons Weapon Type IA SF Clubs: Belaying Pin/Jo Stick C 3 4 Blackjack C 1 2 Bola C 2 9 Boomerang C 2 4 Club C 4 4 Club, Large1 C 7 7 Cudgel1 C 7 5 Fist C 1 1 Fist, Mailed C 2 1 Fist, Cestus C/P/S 3 1 Flail, Light1 C/P 7 7 Flail1 C/P 9 7 Hammer, Throwing or Light C 4 3 Hammer, War C 6 4 Hammer, Great1 C 10 8 Mace, Light C 5 6 Mace C 6 7 Mace, Great1 C 10 10 Morning Star C/P 7 7 Morning Star, Great1 C/P 11 10 Nunchaku, Light C 4 3 Nunchaku C 6 3 Quarterstaff1 C 6 4 Stone C 2 2 Axes/Spikes: Axe, Hand S 4 4 Axe, Battle1 S 9 7 Axe, Throwing S 3 4 Gaff/Hook P 3 2 Pick, Military, Light P 6 5 Pick, Military1 P 8 7 Pickaxe1 P 10 8 Blades: Kama, Light S 3 3 Kama S 4 4 Sickle S 4 4 Nagimaki (Light Glaive) S/P 6 6 Knife P/S 3 2 Dagger P/S 4 2 Sword, Short S/P 5 3 Sword, Broad or Long S 7 5 Sword, Bastard S/C 8 6 Sword, Great1 S/C 10 10 Sword, Cutlass S 5 5 Sword, Falchion S 7 5 Sword, Foil P 4 4 Sword, Khopesh S 5 9 Sword, Rapier S/P 5 4 Sword, Saber S 6 5 Sword, Scimitar S 6 5 Sword, Wakizashi S/P 5 3 Sword, Katana S 7 4 Sword, No-dachi1 S/C 10 7 Sai C 4 2 Thrusting/Stabbing: Arrow/Bolt P 3 3 Caltrop P 1 2 Dart P 2 2 Harpoon P 5 7 Javelin, Light P 3 3 Javelin P 4 4 Spear, Throwing P 5 6 Shield, Buckler C 2 4 Shield, Buckler, Spiked P/C 4 4 Shield C 4 6 Shuriken P 3 2 Spike, Spring-Out P 4 +1 Trident P 5 7 Other: Garrote S 4 2 Pole Arms, Slashing1: Halberd S/P 10 9 Bardiche S/P/C 12 10 Voulge S 10 10 Guisarme-Voulge S/P 8 10 Bill S/P 4 8 Bill Hook S/P 6 8 Fauchard S/P 6 8 Fauchard-Fork S/P 8 8 Fauchard-Guisarme S/P 6 8 Glaive-Guisarme S/P 7 9 Guisarme S/P 5 8 Pole Arms, Smashing1: Bec de corbin P/C/S 9 9 Lucern Hammer C/P 8 9 Mattock, War C/P 9 7 Pole Arms, Thrusting1: Bill-Guisarme P/S 10 10 Glaive P/S 6 8 Lance, Light, Mounted P 8 6 Lance, Medium, Mounted P 10 7 Lance, Heavy, Mounted P 12 8 Lance, Jousting, Mounted P 3 10 Lance, Jousting, Dismounted P 2 10 Mancatcher - 8 7 Sode garami - 8 7 Military Fork P 8 7 Partisan P/S 8 9 Ranseur P 9 8 Spetum P 8 8 Spear P 6 6 Spear, Ash P 8 8 Pike P 10 13 Pre-Gunpowder Missile Weapons Weapon Type IA SF Blowgun1 (with needle) P 1 5 with barbed dart P 2 5 Bow, Short1 P 6 7 Bow, Composite, Short1 P 7 6 with hunting arrow P 6 6 Bow, Long1 P 8 8 with hunting arrow P 7 8 Bow, Composite, Long1 P 9 7 with hunting arrow P 8 7 Bow, Daikyu1 P 9 7 with hunting arrow P 8 7 Bow, Compound1 P 10 6 with hunting arrow P 9 6 Bow, Pellet1 (with stone) C 3 6 with bullet C 4 6 Chain C 2 5 Crossbow, Hand P 4 5 Crossbow, Heavy1 P 10 10 Crossbow, Light1 P 8 7 Crossbow, Repeating1 P 8 5 Crossbow, Underwater1 P 10 10 Lasso1 - 1 10 Net1 - 1 10 Net, Underwater1 - 2 9 Sling1 (with stone) C 3 6 with bullet C 4 6 Staff Sling1 (with stone) C 5 11 with bullet C 6 11 Whip C 1 8 Whip, Scourge C 2 10 Pre-Gunpowder Thrown Weapons Weapon Type IA SF Atlatl1 P 6 4 Aklys C 3 4 Axe, Hand S 3 4 Axe, Throwing S 4 4 Belaying Pin/Jo Stick C 1 4 Bola C 3 8 Boomerang C 3 4 Club C 3 4 Dagger P 4 2 Dart P 3 2 Harpoon P 6 7 Hammer, Throwing C 5 3 Hammer, War C 5 4 Javelin, Light P 3 3 Javelin P 4 4 Kama, Light S 2 3 Kama S 3 4 Knife P 3 2 Mace, Light C 3 6 Mace C 4 7 Nagimaki (Light Glaive) P 4 6 Nunchaku, Light C 3 3 Nunchaku C 4 3 Sai C 2 2 Shuriken P 4 2 Spear, Throwing P 6 6 Spear1 P 5 6 Stone C 1 2 Sword, Broad S 3 6 Sword, Cutlass S 1 6 Sword, Falchion S 3 6 Sword, Foil P 2 5 Sword, Katana S 3 5 Sword, Long P 4 6 Sword, Rapier P 2 5 Sword, Saber S 3 6 Sword, Scimitar S 2 6 Sword, Short P 2 4 Sword, Wakizashi P 2 4 Trident P 4 7 Pre-Gunpowder Artillery and Siege Weapons Weapon Type IA SF Ballista P 12 12 Catapult, Heavy C 22 20 Catapult, Light C 18 20 Ram C/P 18 13 Ram Catcher - 12 13 Sow C/P 18 13 Trebuchet C 28 20 Armor Armor Worn IA Min. Enc. Enc. Pen. Max. D/Q Areas Shield, Buckler 15 -- -5 -- 8-18 Shield, Medium 20 -- -5 -- 7-18 Shield, Full 20 -- -10 +30 5-19 Shield, Wall 20 Light -50 +10 3-19 Horo 5 –- –- –- 8-10, 19 Cold-Weather Clothing 5 Light -10 +20 1-20 Arctic Clothing 10 Moderate -20 +10 1-20 Padded 5 Light -10 +20 1-18 Soft Leather 10 -- –- +30 1-18 Rigid Leather 15 Moderate -20 +15 1-18 Reinforced Leather 20 Light -10 +20 1-18 Chain Mail 25 Light -10 +20 1-20 Heavy Chain Mail 30 Light -20 +15 1-20 Scale 25 Moderate -20 +15 1-20 Banded Mail 35 Moderate -30 +5 1-20 Plate Mail 40 Moderate -35 +0 1-20 Lamellar 40 Moderate -25 +10 1-20 Plate 50 Moderate -30 +5 1-20 Max. D/Q: The maximum bonus (to Defense Bonus, skill checks, or anything else) due to Dexterity or Quickness. Note that the maximum Quickness bonus is the maximum total bonus due to Quickness, magical speed, and any other bonus that comes from speed. The character’s maximum effective Dexterity and Quickness score for stat checks and similar purposes corresponds to the maximum bonus. Encumbrance is either that determined by weight carried or the minimum encumbrance for the armor type, whichever is greater. Armor Locations/Hit Locations # Location Vital 1 Left Foot No 2 Right Foot No 3 Left Lower Leg No 4 Right Lower Leg No 5 Left Upper Leg No 6 Right Upper Leg No 7 Groin Yes 8 Lower Chest Yes 9 Middle Chest Yes 10 Upper Chest Yes 11 Left Hand No 12 Right Hand No 13 Left Lower Arm No 14 Right Lower Arm No 15 Left Upper Arm No 16 Right Upper Arm No 17 Right Shoulder No 18 Left Shoulder No 19 Neck Yes 20 Head Yes Armor Terminology Name of Armor Areas Covered Boots 1-2 Lower Leg Greaves 3-4 Upper Leg Greaves 5-6 Codpiece 7 Cuirass/Breastplate 8-10 Gauntlets 11-12 Bracers 13-14 Upper Arm Greaves 15-16 Arm Greaves 13-16 Epaulettes 17-18 Aventail/Coif/Gorget 19 Helm/Coif 20