Writing Equipment
Equipment is where the system's realism meets its economy. This chapter covers the field conventions for /Equipment/ and how quality, condition, and the computed effective stats interlock.
Field conventions by category
- Weapon —
damageType(blunt/cutting/piercing),damage(base depth bonus),hands,range, plustraits. Damage guidance: 1 for small and improvised (dagger, hand axe, staff), 2 for proper arms (sword, spear, longbow), 3 for limb-breakers (maul, crossbow). Justify every 3 with a cost — the crossbow pays withslow reload, the maul withcumbersome. - Armor —
armorRating,coverage, plustraits. Ratings: 1 for padding, caps, and bucklers; 2 for leather and brigandine; 3 for mail. Coverage is the honest constraint — a hauberk does not protect the head, and that gap is a feature. - Gear —
weight,value, and aneffectline when the item does something specific (light, fire, rope work). - Consumable —
uses,effect, light weight. The effect line is rules text: what it does, for how long, to whom. - Treasure — mostly
valueand story. A treasure's description should be a hook, not an appraisal.
Quality and condition drive the math
The type carries two computed fields:
effectiveDamage= damage + quality bonus − condition penaltyeffectiveRating= armorRating + quality bonus − condition penalty
where quality gives masterwork +1 / crude −1, and condition gives damaged −1 / ruined −2. The character sheet's Defense reads effectiveRating, so a rusted hauberk silently protects less — never write effective values into files; they derive.
When writing play effects that touch gear, express them as condition steps ("the acid ruins the lock" → condition: ruined), never as direct stat edits — the computed fields stay truthful that way.
The property vocabulary
Properties are a closed glossary, not free-text tags — keep them consistent with the player handbook's table: balanced, concealable, cumbersome, cool, layerable, long range, noisy, parrying, quiet, reach, slow reload, throwable, tool, versatile. When you coin a new property, add its meaning to the handbook chapter in the same change.
Conventions
- Weight is pounds for the whole bundle. Realistic numbers: sword 3, mail 22, rope 8, rations 4.
- Value is silver-standard gp. Crude ≈ half price, masterwork ≈ five to ten times, fine ≈ double. A common arming sword is 15 gp; a fine one 30.
- Descriptions are one to three sentences of honest, physical prose — how it's made, what it's for, what it costs the user. Save rules for the rules fields.
- Category filters matter downstream: the character sheet's weapon and armor pickers filter by category, so put shields and helms in Armor, not Gear.
- Two-handed + shield conflicts are a table rule, not a schema rule — don't invent validation for it.
Adding items
Write the file to /Equipment/<Name>.equipment.json with only the fields the item actually uses — a quiver needs uses, a sword never does. If a new item needs a field the type lacks, extend the schema first, then add the item.