3.1 Equipment

This page discusses basic equipment options in Drunken Dwarves 3e.

Weapons
There are several types of weapons with their own characteristics to choose from, listed below. The Strength-based formula indicates the damage they deal on a hit.

Light Light weapons, such as scimitars and battle axes, are wielded in one hand. Damage = Strength

In addition to being used in melee, light weapons can be thrown. They have a short range of 10 metres and a max range of 20 metres when used this way, and deal the same damage as in melee. Once thrown, the weapon must of course be recovered before it can be used again.

You can wield a light weapon in each hand, which is called dual-wielding. While dual-wielding, you can make two attacks (not Maneuvers) as a single action, one with each weapon. You take a -2 penalty on both attack rolls when you attack this way. This works both in melee and when throwing the weapons.

Heavy Heavy weapons, such as halberds and katanas, are wielded with both hands. When one-handed, they cause Disadvantage on the attack roll. Damage = Strength x 1.5

Shield Shields are wielded with one hand. They increase your defence by 3. Wielding a second shield grants no additional benefit.

Projectile Projectile weapons, such as bows, are wielded with both hands. They have a short range of 20 metres and a max range of 80 metres. For convenience, basic ammunition for projectile weapons is treated as infinite. Damage = Strength

Improvised Improvised weapons, such as chairs or broken bottles, function as the weapon type they most resemble, but their damage is decreased by one step. That means light weapons deal (Strength x 0.5) damage, and heavy weapons deal (Strength) damage.

Unarmed Unarmed attacks function as light weapons, but deal only (Strength x 0.25) damage.

Armour
There are two basic types of armour. The appearance of these armours varies wildly, but they always fall into one of the following two classes. The penalties caused by wearing armour can push your Dexterity and Agility below 0, in which case they become a negative number.

Light armour Light armour might be studded leather, tough hides or chainmail. Wearing it grants DR 2, but decreases your Dexterity and Agility by 1, and causes a -2 penalty on checks to swim or climb.

Heavy armour Heavy armour might be scale mail or plate. Wearing it grants DR 4, but decreases your Dexterity and Agility by 2, and imposes Disadvantage on checks to swim, climb or stealth.