As noted in a previous message, page 78 gives the guidelines.
In general, "small" weapons get a +1 bonus, "medium" a +3, and "large" get
+5.
I arbitrarily decided on the categories, but basically, "small" weapons are
things like hatchets, daggers, shortswords, pointy sticks, etc. "Medium"
weapons are the standard of their type - broadswords, 1H axes and maces,
spears, and the like. Finally, "Big" wepaons are pretty much all
two-handers.
Armor is also divided in a similar 1/3/5 system, with shields adding a +1. Armor is generally considered along a fabric angle, with leather, furs, cotton padding, etc. at the low end, flexible metal (Chain, lamellar, Scale) armor in the middle, and Full Plate at the upper end.
The 0/2/4/6 points are for adjectives that indicate that a piece of equipment is significantly better or worse that it's name would otherwise place it. A "Well crafted broadsword" could be a +4 instead of +3, while "Ratty Chain armor" might only be a +4 instead of +5. a "Small stick" might not get any bonus at all!
So your two heroes with hardened leather and dual shortswords would have +1 for armor and +1 for each weapon, for a total of +3 to their Combat Ability rating. If you think that "hardened" should get a +1 as a "better" type of armor, then it's a +4.
And note that, if you *do* allow equipment mods, you should allow them for *all* types of abilities that use equipment, not just combat. A "well designed writing desk" might give a scribe +4 to his "Write" ability" etc. Combat equipment mods can give you up to +12 or so ("Good" Plate Armor, with a "Good" two handed weapon), so that's pretty much the maximum you should give as a equipment mod.
I have since kinda fallen out of love with most equipment mods, prefering instead to have a piece of equipment given a ability rating which can be used as a modifier.
RR
He was born with the gift of laughter and the sense that the world was mad
R. Sabatini, Scaramouche
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