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Armor and weapons help you in certain ways, they also hinder you. Below are the listing of how they affect you in both the positive and the negative. Heavier weapons and armor make you slower and are shown as an increase to your initiative roll. The opposite is true of light weapons and armor and is shown as a decrease to your initiative roll. Someone with a giant axe and full plate armor might be able to hit hard but they are going to be slow.
Weapons
Weapons are divided into several categories, most weapons will provide normal damage, however, some of the larger weapons will give a bonus to damage. This bonus is not a freebie though, the larger weapons are harder to wield and shall be reflected in that aspect with a negative initiative modifier. A person wielding a longsword will be faster than a person wielding a two handed claymore, fact of life.ALL HITS WILL DO AT LEAST ONE (1) POINT OF DAMAGE.
|
Weapon |
Damage Bonus/Minus |
Initiative Modifier |
|
Daggers, Claws, Knifes, etc. |
-1 damage |
-1 |
|
Short Swords, Long Swords Bastard Swords, small axes etc. |
None |
None |
|
Two handed axes, Swords, etc. |
+1 |
+1 |
|
Polearms, lances, pikes, etc. |
+2 |
+3 |
|
Short Bow, Horse Bow |
None |
-1 |
|
Long Bow, Composite Short Bow, Light Cross Bow |
+1 |
+1 |
|
Composite Long Bow, Large Crossbow |
+2 |
+2 |
armor
Armor is divided into several categories, offering slightly different protection. Each armor will add to the DP of the wearer, this DP, once used, can not be healed. It is ALWAYS the first damage taken. It must be repaired before it will be of any use again. Some of armors will allow more protection against certain types of weapons, allowing a -1 DP advantage against that type of weapon, while others might be better against a different type of weapon. Two sets of armor may not be worn together. However, because such protection does become cumbersome, it will also affect how fast a person can move, which will be shown with a negative initiative modifier.NOTE: A successful hit will ALWAYS do one point of damage even if the modifiers reduce it to 0.
|
Armor |
Bonus against Weapon |
|
Leather & Padded |
No bonus against crushing or piercing weapons, -1 bonus to cutting weapons. Assassin and thief can wear both. Highest a Mage can wear. |
|
Hide & Studded Leather |
No bonus against Crushing damage, -1 bonus to cutting and piercing weapons. Assassin and thief can wear both, Highest for a thief. |
|
Studded Hide, Brigandine, & Ring Mail |
Studded Hide allows -1 bonus against all damage, highest armor an Assassin can wear. Highest for a Martial Artist if unenchanted. |
|
Scale, Chain, Splint and Banded Mail |
Chain allows no bonus against piercing weapons. -1 bonus against all weapons. Group is the highest if enchanted that a Martial Artist can wear. |
|
Partial Plate, Breast plate, Cuirass |
Body Protection only, -2 against all types of damage. |
|
Field & Full Plate |
-2 against all damage, full body protection. |
|
Armor |
DP Bonus |
Initiative modifier |
|
Leather, Padded |
5 |
0 |
|
Hide, Studded Leather |
10 |
0 |
|
Studded Hide, Brigandine, Ring Mail |
15 |
+2 |
|
Scale Mail, Chain Mail, Splint Mail, Banded Mail |
20 |
+3 |
|
Partial Plate Mail, Breast Plate, Cuirass |
25 |
+4 |
|
Field Plate, Full Plate |
30 |
+6 |
Magical enhancements will reduce the initiative modifier by the amount of the plus as well as reducing the amount of damage done by a hit. The plus of the armor will also reduce damage done from a spell attack by a like amount.
Shields
|
Shield Type |
Bonus |
Initiative Modifier |
|
Buckler |
3DP (allowed for thief, assassin, and mage) |
0 |
|
Small Shield |
5DP |
0 |
|
Medium Shield |
8DP -1 DP from attacks |
+1 |
|
Large Shield |
12DP -1 DP from attacks |
+2 |