Equipment and Weapons

Equipment is an integral part of surviving in the World of Vala. An adventurer with the right equipment can have the tools to take down any challenge.


Currency

    • 1 Gold = 100 Silver

    • 1 Gold = 1000 Bronze

    • 1 Silver = 1/100 Gold

    • 1 Silver = 100 Bronze

    • 1 Bronze = 1/100 Silver

    • 1 Bronze = 1/1000 Gold

Currency refers to the practice of using items with a somewhat universal value, namely precious metals, gems, and some minerals, to determine wealth and in trade for goods and services. The most common forms of currency in everyday transactions among sentient beings of the Realms were Geld. Usually, most gelds were made of gold, silver, and copper. In all cases, the standard for measuring wealth was the gold piece, even if neither gold nor coins were involved in a transaction.


Additional Equipment Rules

  • Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.

  • You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging a weight over your carrying capacity, your speed drops to 5 feet.

  • Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

  • Larger If you carry weight above 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight above 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet, and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

  • As you interact within the World of Vala, characters can equip items they craft or find on their adventures. Players can equip 8 different items to 8 different slots: Head, Face, Torso, Arms, Legwear, Footwear, and two accessory slots. To equip and unequip an item, players will need to take an action if they are in combat. Players must keep an eye out for their encumbrance so as not to exceed their weight limit.

These additional rules dictate minute details of moving through the world with your equipment and loot.


Weapons and Armor

  • Weapon degradation impacts both magical and non-magical weapons. But if players are prepared, they can mitigate the damage that weapon degradation could cause.

    • Pristine: Your weapon is completly undamaged and works as normally.

    • Dulled: If you roll a Critical 1 on an attack roll, a pristine weapon is dulled, and its damage die gets reduced by 1. At this stage, sharpening the weapon will restore it.

    • Broken: If you roll a 10 or lower on an attack roll, a dulled weapon becomes broken and does half damage. At this stage, the weapon must be repaired in order to restore it to full working order. The repair cost it’s half the weapons base cost.

    • Shattered: If you roll a 15 or lower on an attack roll, a broken weapon shatters. A shattered weapon can only ever do 1 point of damge if used to attack. At this stage the weapon must be replaced, or the full base cost must be paid to a smith in order to repair it.

  • Armor degradation could lead to a multitude of diffrent problems for brave adventurers. Players must be prepared for potentially losing their armor in the middle of a combat scenario. However, they can still take solace in the fact that this can impact their enemies.

    • Pristine: Your armor is completely undamaged and works as normally.

    • Dulled: If your opponent rolls a Natural 20 on an attack roll, they may choose a piece of a pristine armor on your body and make it dulled, and your AC is reduced by 1.

    • Broken: If your opponent rolls a 15 or higher on an attack roll, a dulled armor becomes broken and your AC is further reduced by 2 and no longer has access to it’s effects. At this stage, the armor must be repaired in order to restore it to full working order. The repair cost it’s half the armors base cost.

    • Shattered: If your opponent rolls a 10 or highe on an attack roll, a broken armor shatters. A shattered armor does not provide any armor coverage and reduces your AC by an additional 3. At this stage the armor must be replaced, or the full base cost must be paid to a smith in order to repair it.

The World of Vala has many mundane and magical weapons and armor. Despite players’ love for their items, they will degrade with specific actions. Players’ weapons and armors can fall under 4 diffrent categories: Pristine, Dulled, Broken, and Shattered.


    • Cost: 50 Bronze

    • Damage: 1d6

    • Weight: 2 lbs

    • Damage Type: Slash

    • Cost: 50 Bronze

    • Damage: 1d6

    • Weight: 5 lbs

    • Damage Type: Bludgeoning

    • Cost: 50 Bronze

    • Damage: 1d6

    • Weight: 4 lbs

    • Damage Type: Piercing

    • Cost: 50 Silver

    • Damage: 1d8

    • Weight: 3 lbs

    • Damage Type: Slash

    • Cost: 50 Silver

    • Damage: 1d8

    • Weight: 5 lbs

    • Damage Type: Bludgeoning

    • Cost: 50 Silver

    • Damage: 1d8

    • Weight: 3 lbs

    • Damage Type: Piercing

    • Cost: 3 Gold

    • Damage: 1d10

    • Weight: 6 lbs

    • Damage Type: Slashing

  • Cost: 3 Gold

    Damage: 1d10

    Weight: 10 lbs

    Damage Type: Bludgeoning

    • Cost: 3 Gold

    • Damage: 1d10

    • Weight: 4 lbs

    • Damage Type: Piercing

    • Cost: 50 Silver

    • Damage: 1d6, +2 AC

    • Weight: 5 lbs

    • Damage Type: Bludgeoning

    • Cost: 50 Silver

    • Damage: 1d8, +4 AC

    • Weight: 25 lbs

    • Damage Type: Bludgeoning

Weapons and Armor are made under certain category types. The following lists will indicate the basic categories for: One-Handed Weapon, Two-Handed Weapons, Ranged Weapons, and Armors.

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Basic Combat Rules