Equipment

Equipment comes in all shapes and sizes, from the lowly dagger to a grand and boisterous set of full plate mail.

## Metallurgy

Any metals shown below are based on the price of a Steel unless it otherwise wouldn't make sense.

A majority of smith's will not deal with Steel or even Bronze. A typical smith deals only in Copper or Iron if you're lucky. Smith's in populace locations, or very secluded places with rare metals, would be the ones to seek out for rarer metals.

Metal pricing varies, as does typical armor class and damage dice. Metal quality typically goes:

Copper>Iron>Steel>Bronze

Steel being a newer discovery of metallurgy, makes it seem a decent replacement for the quickly dwindling materials to produce quality Bronze. If the smith's of the world can figure out its tricks, it could certainly surpass the "World's Metal."

Pricing:

Copper is usually priced at 0.5x the price of steel, as such it halves the AC bonuses and damage dice max are lowered by 2, alongside lowering durability, as Copper is a much more malleable but less durable metal. The weight of Copper armor and weapons is increased to 1.10x the average.

Iron is priced at 0.75x the price of steel, as such it brings about 3/4s the benefit, lowering AC by 1/4 and damage dice by 1 step. The weight of Iron is the same as Steel.

Steel is what you see on the charts below, unless you find a worthy smith...

Bronze is priced at 1.25x steel, and brings similar benefits to the average of dice and armor. The weight varies from 0.9-1.10x the average of Steel. Alloys tend to bring different benefits with differing amounts infused.

Shields typically ignore the AC and damage increases/decreases of metal, but are affected by durability and weight.

## Armor

Armor is the best way to protect oneself in the business of adventuring; it comes in three varieties, light, medium, and heavy, with shields being a common addition.

## Extremely New QUIRKY Armor System

### Armor, Exhaustion, Resting, and YOU!

Typically, during a period of respite one would find time to doff armor and make themselves comfortable. While wearing armor doesn't prevent you from taking a break, it can prevent you from coming out of a rest at full strength. If you are wearing medium or heavy armor throughout a long or extended rest, you only gain 1/4th the normal amount of hit dice from a long rest and do not lower your exhaustion level. Wearing armor for long periods of time can also damage your body, bedsores and compression are common side effects; it is a good idea to take your armor off every once in a while but always practice caution.

Key ideas armor:

* Heavy armors should be strong as the Nine Hells but cause exhaustion if worn for extended periods of time (light armor after a day, medium after 8 hours, heavy after an hour?)
* Bring back dexterity bonus to all armors but obviously the max bonus will be lower the further up the scale you go
* Armor requires fitting to a specific person to be worn effectively, only simple things like a chain shirt would be usable by more than one person
* Small and large people are going to suffer for their size
* Try to expand the current 5e armor list, probably bring back some from older editions
* Expand the AC limit and add special effects to armors outside of AC
* Arcane spell failure?
* Armor affects skills! Penalties to most checks if wearing armor, barring certain features or custom armors
* Strength requirements

### Range Increments

Every ranged weapon has a basic range listed, an attack within this range has no penalty to hit. When an attack is made at something outside that basic range it takes a penalty to the to hit based on the distance. For a long bow, it's basic range is 100 feet. Every time you go halfway further than that a -3 penalty is accrued, at 250 feet an attack has a -9 penalty to hit.

Key ideas weapons:

* Varying weapon sizes
* Weapon critical ranges and critical value changes
* Critical confirming
* Multiple damage types on one weapon
* Special weapon uses
* Light and Heavy properties meaning something, using a weapon versatile mattering
* NO FINESSE, ranged weaponry use strength for damage
* Weapons needing specific strength scores to wield