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Rules · Fantasy RPG · 8

Items & Equipment

Weapons, armor, tools, potions and money. What a character carries sets their attacks and Armor Class; nothing needs equipping.

  • For everyone

How to use it

  • Starting gear comes from the class package chosen in the character creator.
  • Every weapon carried appears under ATTACK; potions and other consumables under ITEM.

Step by step

  1. Pick up or buy an item: it goes into the inventory.
  2. Weapons can be attacked with at once; the best armor counts toward AC.
  3. Use a consumable with ITEM; it leaves the inventory.

Weapons

  • A weapon lists its damage dice and type, simple or martial, melee or ranged, its reach or range, and its properties.
  • Every weapon carried can be used; there is no equip slot. An unarmed strike is always available.
  • Simple weapons: anyone is trained. Martial weapons: Fighters, and Rogues with the rapier, shortsword and longsword.

Weapon Properties Rules Detail

  • Finesse: attack and damage use the better of Strength and Dexterity.
  • Ranged: attack and damage use Dexterity; beyond normal range the attack has disadvantage, and it can't go past long range.
  • Reach: the weapon hits 10 ft away instead of 5 ft.
  • Light, heavy, thrown, ammunition, loading and versatile are shown on the weapon but don't change the app's numbers. A versatile weapon attacks with its one-handed damage.

Armor and Shields Rules Detail

  • Light armor: its AC + the full Dexterity modifier. Leather armor is 11 + Dexterity.
  • Medium armor: its AC + Dexterity, at most +2. Scale mail is 14 + Dexterity (max 2).
  • Heavy armor: its AC, no Dexterity. Chain mail is 16.
  • Shield: adds its bonus, usually +2.
  • Only armor the class is trained with counts. Strength requirements and stealth drawbacks are shown on the armor; the app doesn't change speed or Stealth rolls for them.

Potions and Consumables

  • Use a consumable with ITEM, on yourself or someone else. In combat it uses your action.
  • A Potion of Healing heals 2d4 + 2. A consumable can list its own healing dice. The player rolls the healing.
  • Used items leave the inventory.

Tools

  • Thieves' Tools are standard picks for locks and traps. Fine Thieves' Tools add +2 to pick locks; a bent wire is an improvised tool (−2).
  • Carrying tools the class is trained with adds the proficiency bonus to their rolls.

Money

  • Four coins: copper (cp), silver (sp), gold (gp) and platinum (pp).
  • 10 cp = 1 sp, 10 sp = 1 gp, 10 gp = 1 pp. Prices are in gold.
  • Platinum can be spent but is never given as change.

Buying, Selling and Haggling Rules Detail

  • A merchant's mood changes prices: friendly −10%, neutral +0%, unfriendly +10%, hostile +50%.
  • Haggling is a Persuasion check, DC 15 unless the store sets another. Success: 10% off. Natural 20: 20% off. Natural 1: prices go up 10% and the merchant stops bargaining.
  • Selling: the store pays its share of the item's value, rounded down.
  • Nobody can buy what they can't pay for.

From the ruleset data

Damage types

  • Slashing
  • Piercing
  • Bludgeoning
  • Fire
  • Cold
  • Lightning
  • Acid
  • Poison
  • Necrotic
  • Radiant
  • Force
  • Psychic
  • Thunder

Weapon properties

  • Finesse
  • Light
  • Heavy
  • Thrown
  • Ammunition
  • Loading
  • Versatile
  • Reach

Important rules

  • Nothing needs equipping: the inventory sets attacks and AC.
  • Untrained weapons don't add the proficiency bonus; untrained armor doesn't count.

Common questions

Why didn't my new armor change my AC?

Your class may not be trained with it, or you already carry better armor.

Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)