2.0 Equipment

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. A creature with 0 or negative strength still deals a minimum of 1 damage to unarmoured creatures, but can't damage creatures with any armour bonus to defence.

One-handed: Weapons such as battle axes and scimitars. Damage = strength

Two-handed: Weapons such as warhammers and katanas. When one-handed, they cause disadvantage on the attack roll. Damage = strength x 1.5

Reach: Weapons such as spears and halberds. They have a melee range of 2 squares instead of one. When one-handed, they cause disadvantage on the attack roll. Damage = strength

Shield: Wielding a shield increases your defence by 2. They count as improvised one-handed weapons when used to attack. See shield bashing for the additional benefit of wielding a shield.

Projectile: Weapons such as bows. They have a range increment of 8 and max range of 80, and need both hands to fire. Damage = strength

Thrown: Weapons such as throwing axes or shurikens. They have a range increment of 3 and a max range of 15, but need only one hand to throw. Damage = strength. One-handed melee weapons can be thrown, dealing the same damage as they would in melee. However, weapons that aren't well-balanced for throwing (i.e. most of them) cause disadvantage on the attack roll.

Improvised: Improvised weapons deal damage equal to the weapon type they most resemble, but cause disadvantage on the attack roll. Ones made of fragile materials tend to break on a crit or crit fail. Unarmed attacks count as improvised and deal strength x 0.5 damage.

Ammunition
For convenience, basic ammunition (both projectile and thrown) is treated as infinite, unless the depletable ammo optional rule is in effect.

Special ammunition, as found on the 2.0 Economy page, is exhaustible. Unless the description says otherwise, they have a 75% chance of being recoverable when used. (Roll a d20: on 5 or lower, it breaks, on 6 or higher, you can retrieve it after the battle.)

Armour
Armour

For player characters, there are three types of armour to choose from. You can determine the description of your armour yourself, but stat-wise, it always falls into one of the following weight classes: Defence: the amount of defence that it gives.

Max agi bonus: the maximum amount of agility you can add to your defence while wearing this armour. e.g. if you have 8 agility and are wearing medium armour, you only gain +6 defence from your agility; the other two points are wasted.

Speed penalty: your speed is reduced by this amount while wearing the armour.

Check penalty: you take this amount as a penalty on climbing, jumping, swimming, balance and stealth checks (and possibly others, at the DM’s discretion).