3e 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.

For convenience, basic ammunition for ranged weapons is treated as infinite.

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

You can wield a light weapon in each hand, which is called dual-wielding. While dual-wielding, you can make two attacks (not attack-like actions) as a single action, against the same or a different target, one with each weapon. You take a -2 penalty on both attack rolls when you attack this way.

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 4.

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. Damage = strength

Thrown Thrown weapons, such as throwing axes or shurikens, are wielded with one hand. They have a short range of 10 metres and a max range of 20 metres. 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 one-handed and thrown weapons deal str x 0.5 damage, and two-handed weapons deal str damage. Many improvised weapons tend to break on a critical hit or critical miss.

Unarmed Unarmed attacks (with fists or feet) function as light weapons, but deal only str x 0.5 damage. Additionally, attacking unarmed imposes disadv on the attack roll.

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 by 1 and your agility by 2. You also take a -2 penalty on climbing and swimming checks due to the weight.

Heavy armour Heavy armour might be scale mail or plate. Wearing it grants DR 4, but decreases your dexterity by 2 and your agility by 4. You also take a -4 penalty on climbing and swimming checks due to the weight.