For a very long time I've thought that there was a problem with equipment in D&D. Essentially, a fighter starts with a perfectly decent weapon at the beginning of first level and very soon afterwards acquires the best armour available in the mundane world. By second-level there is not much that interests the fighter on the standard equipment list save more of the same.
I love the idea of having a more comprehensive weaponry-based reward mechanic and also of doing things to generally makes the setting more grubby and/or silly. To do this I am adopting a series of different options which may see initially complicated but will all make sense eventually; bumping up prices on the list, offering more varied gear, having a continuity of options stretching out through the levels and the price ranges and using the "fluff is crunch" principle -that I got from the very clever Roger the GS
here, initially, I think.
Price Range: The vanilla price range for weapons is tiny and you can afford whatever you want early on. Using a copper standard it is not incongruous to have poor-quality make-shift weapons available for a handfull of coppers and beautifully made pieces by master artisans available for hundreds or thousands. Justifying this mechanically requires some chicanery but it ain't hard.
Varied Gear: History presents us with a vast range of different tools for inflicting injury. As well as this there is imagination and ingenuity (which I refuse to utilise unless I have exhausted other options). To reflect this variation I offer a series of descriptors with very simple mechanical advantages to apply to weapons. e.g.;
shoddy: breaks on a roll of 1*
hefty: always strikes last unless wielder has a STR of 13 or more
unwieldy: always strikes last regardless
short: always stikes last unless the combatants are grappling in which case always strikes first
long: always strikes first unless the combatants are grappling in which case is cannot strike
armour-piercing: +1 to hit against medium and heavy armour
articulated: ignores small shields, always hit self on roll of 1
In addition to this kind of thing there will be special stuff like;
Many-Tasseled Partizan of Majordomo Braglantore: +1 to morale of nearby Lawful troops, -7 reaction penalty with Castigated Testudines. The Fluff is Crunch principle can be invoked to create advantages/disadvantages as well (and see below). Using such descriptors you can produce a 1 groat weapon that is shoddy, hefty, unwieldy and short and a 10,000 groat weapon that is something tales are told of, all without resorting to sorcery.
Continuity of Options (trickle feeding the goodness): This is important. There is a continuity of options in D&D but the amount of choice/player agency that goes into the processes is insufficient. Magic Weapons are usually the only option after first-level and they are hidden in holes. I don't have anything about magic weapons, I am writing an adventure in which there is a magic weapon but is it overdone ? (Yes) My solution is to have equipment lists beyond first-level - equipment lists are, after all, a reward mechanic. Your bloodstained gold does off you the prospect of advancement but in the short term should also offer you the possibility of more satisfactory tooling up for havoc.
So at the beginning you'll have a few options from the Rabble List, with Kavel-Mells and Dunnuks and Sluff-Spades and everything will be terrible and break constantly so you'll be especially excited about getting enough purloined copper to afford a proper Pigsticker from the Auxiliary List and will trek across dangerous territory to buy something that doesnae always break. After this come the Elite, Splendiferous and Ludicrous lists etc.
Fluff is Crunch: a gavelock may well be heavy and unwieldy but it is still an iron crowbar which could be used for leverage and breaking stuff, a draige is attached to a big piece o' chain which has many purposes, a clotting beetle used for breaking sods in the field could be argued to convey some advantage against the Sinister Sod of Metheglin Meugle. I like that most of the things in the equipment table have no mechanical description but are merely plot tokens to be negotiated with the GM on a case-by-case basis.
The Rabble List
1. Yowing Knife: the tool with which slates are trimmed - d4,
shoddy, unwieldy. 5 groats
2. Cruke: shepherd's crook - d4,
long, shoddy, 3 groats
3. Clotting beetle: a long handled hammer for breaking clods in the field - d6, hefty, shoddy, 10 groats
4. Maddock-
hoe: a digging tool, a mattock - d6,
hefty, unwieldy, 7 groats
5. Barnet: a cart whip - d2,
articulated, long, 12 groats
6. Threshal: threshing flail - d6,
articulated, unwieldy, 10 groats
7. Brummock: short curved knife for hedging - d4,
short, shoddy, 4 groats
8. Fourgeon: wooden fork - d4,
shoddy, 5 groats
9. Hod: spatulate trowel for wrangling mortar- d4,
short, shoddy, 5 groats
10. Snathing Axe: small axe for snathing - d6,
short, shoddy, 8 groats
11. Huggie-
staff: staff with iron hook for fish, d6,
long, unwieldy, 7 groats
12. Kent: spiked staff used by shepherds for leaping ditches - d4,
long, shoddy, 1 groat
13. Muckrake: for raking muck - d6,
shoddy, unwieldy, 6 groats
14. Battledore: a flat wooden paddle instrument used as a mangle substitute - d4,
shoddy, 3 groats
15. Kavel-Mell: sledge-hammer for breaking stones - d8,
hefty,
unwieldy, 15 groats
16. Sluff Spade: wooden spade with metal-reinforced blade - d6,
hefty, shoddy, unwieldy, 5 groats
17. Hack-
hook: curved hook with a long handle for hedging: - d8,
long, shoddy, 12
groats
18. Cluncheon: a cudgel - d4
19. Flesh-
axe: cleaver, d6,
short, shoddy, 8
groats
20. Tendle Knife: a knife for cutting firewood or turf like a billhook - d4,
shoddy, groats
21. Oxter-staff: a wooden crutch - d4,
shoddy, 2
groats
22. Drowning Knife: large blade on a pole for cutting ditches - d8,
unwieldy, shoddy, 20 groats
23. Meathook: a meathook - d4,
short, 3 groats
24. Klot: A hoe used to scrape up mud - d6,
unwieldy, shoddy, 7
groats
25. Beaming Knife: tanner's knife - d3,
short, 4 groats
26. Prong Spade. digging fork with three thick prongs - d6,
unwieldy, shoddy, 10
groats
27. Draige: iron hook on a chain for pulling down burning thatch - d6,
articulated, unwieldy, 12 groats
28. Dunnuk: dung fork - d6,
unwieldy, shoddy, 15 groats
29. Clip-
shires: iron shears - d3,
short, shoddy, 12 groats
30. Gleavie: barbed eel spear - d6,
shoddy, 13 groats
31. Gavelock: iron crowbar - d6
hefty, unwieldy, 15
groats
32. Mash-
mungle: an instrument used in brewing to stir the malt - d4,
shoddy, 1
groats
33. Lang-
saw: a saw - d4,
shoddy, unwieldy, 18 groats
34. Grafe-
hook: sickle - d4,
short, shoddy, 5 groats
35. Broacher: A very large, sharp-pointed knife - d6,
shoddy, 10 groats
36. Brand: a flaming torch - d4,
on fire, 1 groat
* It should perhaps be noted that I am aware stuff didn't break so frequently in real life but I am concerned with genre emulation here. It is, after all, the Dung Ages.
It occurs to me that I'd like to use a perverse version of the Chekhov's Gun principle to incorporate procedural world-building into the initial character creation phase (more on this another time maybe) such that purchasing a sluff spade precipitates events into reality such that you might have to save a peasant family from the aftermath of a bonnacon's fecal onslaught or purchasing a battledore generates a spectral Washer-at-the-Ford who needs help with laundering the clothes of those she loved and slew. Such fairytale nonsense appeals to me but these "weapons" are so useful they probably don't need such stuff.
Edit: My old post on using
a copper standard is of relevance here.