General Notes

Carrying Things

Humanoid can be burdened, overloaded or taxed because of load he or she is carrying. The actual limits are determined by the load-fighting skill level.

For non-skilled, levels are 10+STRx3, 20+STRx6 and 30+STRx10.
For skilled, they are 15+STRx3, 30+STRx6 and 50+STRx10. Each further taking of the skill raises first level by 3, second by 2 and third by 1.

Example: Thulum, a human, has STR +1 and no load-fighting skill. His load levels are 13, 26 and 40. If he takes load fighting skill, load levels become 18, 36 and 60. If he takes the skill again, levels become 21, 38 and 61.

Maximum load is about 80+STRx20 kg. When this limit is reached, movement is very slow and hard, and no fighting can be done. This limit overrides all other limits.


Normal everyday services are usually paid with few copper pieces, and tin is used as change. A mug of ale could pay something like 1 or 2 copper pieces, and inn night 5 copper pieces.

Quality weapons and armor is usually paid in silver, with some coins for axes, maces etc. and tens for swords. Armor costs from some pieces to hundreds of silver coins for metal armor. Any quality pieces (+1 or more) costs thousands.

When buying things from quite similar creatures, charisma plays an appropriate role; character may gain discount up to 10% per charisma modifier, and similarly prices may go up if charisma is negative. If character is seen with other people, and he or she isn't obviously buying things to him or her, discount may drop.


Melee Weapons

Melee weapons designated for human-sized creatures. Quality/magical bonuses or penalties are added to both to-hit roll and damage roll. Quality is normally limited to +1 for very high price, and only very specialized weaponsmiths may make better weapons.
WeaponSTRDamage WtNotes

1-Hand Swinging Weapons
Short Sword -1* d6 2 -1 AC
Long Sword, Broad Sword, Scimitar, Falchion +0* d8 2 -1 AC
Bastard Sword +1 d8* 3 -1 AC
Hand Axe +1 d8 2 -
Battle Axe +3 d10* 3 -
Mace, Warhammer +1 d8 2 +1 to-hit
Morning Star +2 2d4 3 +1 to-hit
Club +0 d4* 1 -
Spiked Club +0 d6* 2 -

2-Hand Swinging Weapons
Great Sword +1 d10+1 4 -1 AC
Great Axe +4 d12+1 5 -
Glaive, Poleaxe +1 d10+1 3 -1 AC
Halbard (can be used as spear) +2 d10+1 3 -1 AC

Flail Weapons (ignores shield and parrying weapons, needs room)
Chain -1* d4 2 flail
Flail +1* d8 2 flail
Military Flail (2h) +1 d10+1 3 flail

Miscellaneous Weapons (no skill required)
Staff (2h) -1 d4+1 2 -2 AC
Spear +1 d8* 2 -1 AC 2h
Dagger -3* d4 1/2 -
STR: Minimum strength required to use weapon effectually. If lower, -2 to-hit and AC bonuses are lost. If one-handed weapon is used two-handed, reduce STR limit by 2, or only by 1 if marked with *.
Damage: Base damage caused. Weapon marked with * cause +1 damage if used with two hands. Note that negative user STR does not reduce damage!
Wt: Weight of the weapon in kilograms.
Notes: Note that AC modifier is only vs. melee attacks and when not paralyzed, held or otherwise immobile.

Ranged Weapons

Ranged weapons designated for human-sized creatures. Quality/magical bonuses or penalties are added to to-hit roll, and also to damage roll if the actual striking item has that quality. As with melee weapons, quality is usually limited to +1. Note that especially for crossbows, these are only examples.
WeaponRangeSTR DamageWtNotes

Short Bow 30 +0 d8+1 1 -
Long Bow 40 +1 d10+2 2 -

Crossbows (no skill required)
Light Crossbow 40 +2 d8+2 4 +1 to-hit
Heavy Crossbow 50 +4 d10+4 6 +1 to-hit

Sling 15* - d4* - -1 to-hit

Thrown Weapons (-2 to-hit if not balanced)
Axe 10** +0 d8* 2 -1 to-hit, max medium range
Knife, Dagger 12** - d4* 1/2 max medium range
Spear 10** - d8* 2 -
Range: Effective short range of the weapon. Medium range is up to twice that, and is at -4 to-hit and -1 damage, long range is up to twice the medium range, and is at -8 to-hit and -1 damage. Bows can fire at extreme range up to twice the long range at -16 to-hit and -1 damage.
Weapons marked with * add user STR x5 to range. Those marked with ** add user STR. Example: Long bow with base range 40 has maximum range 320 meters, hits at -4 after 40 meters, -8 after 80 and -16 after 160.
STR: Minimum strength required to use weapon. Apply -2 to-hit for lower STR, and reduce bow damage equally. Crossbows are different: If strength is lower, extra time and equipment is needed to reload them. Add one round to loading time required for each STR point below crossbow strength. In addition, appropriate equipment is required.
Damage: Base damage caused. Weapon marked with * are modified by user STR. STR bonuses apply only at short range, and negative STR does not reduce damage.
Wt: Weight of the weapon in kilograms.


Creature may have some torso armor, and then cloak, boots, gloves and shield. Boots and gloves do not confer AC bonus normally, and are assumed to be part of full suits, but can be replaced with magical armor if applicable without AC modification. Quality modifier is normally limited to +1 unless magically enchanted, and limited to torso armor.
ArmorAC WeightNotes

Torso Armor
Leather Armor -2 2 -
Studded Leather -3 5 -
Chain Mail -4 12 -
Chain Suit -6 20 -
Plate Mail -5 15 -
Plate Suit -8 25 -

Iron Helm, Chain Coif -1 2 -2 to perception
Great Helm -2 5 -10 to perception
ArmorAC WeightNotes

Light Cloak - - -
Heavy Cloak -1 1 -2 to attacks*

Small Shield -1 2 -
Normal Shield -2 4 -
Wall Shield -3/6* 8 -2 to attacks*
AC: Armor class modifier. Add status and magical/quality bonuses to this. Armor never worses AC unless it is cursed. *Wall shield confers -6 to AC against ranged attacks, -3 against melee.
Weight: Weight in kilograms. If simply carried, add 1/3 to that (assumes worn armor)
*heavy cloak and wall shield make it harder for user to attack

Hobbit Armor
Hobbit armor weights one third less. Small should is equal as normal shield to them, and normal shield as wall shield. They cannot use normal wall shield.

Other Stuff

Coins and Jewelry

The money is handled in coins appropriate to kingdom. Coins from other kingdoms and pure metals have only 1/4 value in most cases.

Gold Coins are normally most precious coins, and worth many meals and inn-nights.
Silver Coins are much more common than gold, and are used on most cases when expensive items are bought. Each silver is normally worth 1/10 gold.
Copper Coins are the standard coinage for everyday use. Worth 1/10 silver.
Tin Pieces are change for very inexpensive items. Worth 1/10 copper, no worth as raw metal.

Silver, copper and tin pieces weight 5 grams each, so 200 goes to one kilogram, while gold weights 10 grams apiece.

Coins are quite small, and a small pouch holds about 100 coins.


Different containers are used to hold items safely. All items carried by creatures are assumed to be stuffed under belts, to small pouches etc. and are easily available in good and bad, unless put into bags or packs.
Items put into containers have three distinct differences from other items carried by a creature:
  • Things cannot be stolen, cursed or damaged (unless container is damaged or stolen).
  • Things cannot be taken as free action in combat. Instead, one round must be used to get them out of bag, and the time can be longer if the item is very small and bag very large.
  • Things packed to containers weight 'less' because they are more easily carried along. Normal bags and packs reduce weight by 25%; sacks are useful only to carry lots of stuff around and protect them from harm.

    Container cost from cloth sack worth a few tin pieces to leather bags with good straps worth a few silver pieces. The type and size of the container limits the size of items put into it, and all containers have some maximum capacity and endurance when they will break or become filled up. Typically non-reinforced bags can endure maximum of 20-30 kg.

    Note: It is important to note which items are in containers, for they are slower to access but are protected from harmful elements most of the time.
  • Mounts

    Horses are typical mount for overterrain movement, and mules when moved on ruggy terrain or on mountains. Carrying capacity for each differs, and any character can ride any trained normal horse or similar creature as long as no special movement is required, like handling the mount when it tries to panic or tries to swim.

    Note that normal mounts move at quite same speed than humans or other bipedal creatures, but have higher endurance and can carry much more. But if need to, mounts can be used to move much faster.

    Mount MoveLoad PriceNotes
    Draft Horse 30150 50gpBad runner
    Riding Horse 50100 100gp-
    War Horse 40150 300gp+4 Fear saves
    Mule 30100 20gpExcellent on broken ground
    Move: Normal overland movement speed, in kilometers/day. Faster is possible, but then mounts become exhausted and cannot move fast until has rested. Note that normal human speed is 30km/day with light load.
    Load: Maximum load without any significant slowdown. After that, speed drops, and no more than 2x load can be carried.


    There are various miscellaneous items and things that characters may need. Some of them are listed here, with typical weight and price.
    ItemCost WtNotes
    Hamp rope2 sp 5per 10 meters, holds about 500 kg
    Silk rope50 sp 1per 10 meters, holds about 300 kg
    Torch5 tin 1burns 1-2 hours
    Candle1 sp -burns 1 hour
    Iron Rations5 sp 2for one week
    Survival Pack10 sp 5blanket,pots,etc.
    15 Arrows15 sp 1for bows
    20 Quarrels10 sp 1for crossbows

    HDD3 RPG system (c) Kalle Marjola 1996-97. All rights reserved.