Halberd reach, +1 damage, two-handed, 9 coins, 2 weight Long Sword close, +1 damage, 15 coins, 2 weightīattle Axe close, +1 damage, 15 coins, 2 weightįlail close, +1 damage, 15 coins, 2 weight ![]() Spear reach, thrown, near, 5 coins, 1 weight Throwing Dagger thrown, near, 1 coin, 0 weight Staff close, two-handed, 1 coin, 1 weight Hunter’s Bow near, far, 100 coins, 1 weightĬrossbow near, +1 damage, reload, 35 coins, 3 weightīundle of Arrows 3 ammo, 1 coin, 1 weight Consider the following to be stats for typical weapons of their type-a specific weapon could have different tags to represent its features. A dull long sword might be -1 damage instead while a masterwork dagger could be +1 damage. Near: It’s useful for attacking if you can see the whites of their eyes.įar: It’s useful for attacking something in shouting distance. Reach: It’s useful for attacking something that’s several feet away-maybe as far as ten. Hand: It’s useful for attacking something within your reach, no further.Ĭlose: It’s useful for attacking something at arm’s reach plus a foot or two. Dungeon World doesn’t inflict penalties or grant bonuses for “optimal range” or the like, but if your weapon says Hand and an enemy is ten yards away, a player would have a hard time justifying using that weapon against him. Weapons have tags to indicate the range at which they are useful. If you volley with this weapon, you can’t choose to mark off ammo on a 7–9 once you throw it, it’s gone until you can recover it. Thrown: Throw it at someone to hurt them. Stun: When you attack with it, it does stun damage instead of normal damage. Reload: After you attack with it, it takes more than a moment to reset for another attack. ![]() You use DEX to hack and slash with this weapon, not STR. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack. Messy: It does damage in a particularly destructive way, ripping people and things apart. Ignores Armor: Don’t subtract armor from the damage taken. +n Damage: It is particularly harmful to your enemies. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.įorceful: It can knock someone back a pace, maybe even off their feet. N Ammo: It counts as ammunition for appropriate ranged weapons. Weapons may have tags that are primarily there to help you describe them (like Rusty or Glowing) but these tags have a specific, mechanical effect. A dagger in the hands of the wizard is not nearly so dangerous as one in the hands of a skilled fighter. It’s useful because it’s small and easy to strike with at close distance. A dagger is not useful because it does more or less damage than some other blade. A weapon is useful primarily for its tags which describe what the weapon is useful for. That’s why weapons in Dungeon World don’t have a listed damage. Worn: To use it, you have to be wearing it. The same value in gems or fine art may be lighter or heavier. 100 coins in standard denominations is 1 weight. Something with no listed weight isn’t designed to be carried. N weight: Count the listed amount against your load. Two-handed: It takes two hands to use it effectively. Touch: It’s used by touching it to the target’s skin. If you don’t meet the requirements it works poorly, if at all. Requires: It’s only useful to certain people. ![]() If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price.ĭangerous: It’s easy to get in trouble with it. N coins: How much it costs to buy, normally. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.” +Bonus: It modifies your effectiveness in a specified situation. You’ll see them on armor, weapons or general adventuring tools.Īpplied: It’s only useful when carefully applied to a person or to something they eat or drink. These are general tags that can apply to just about any piece of gear. If a weapon is awkward, it might mean that you’re more likely to drop it when you fail that hack and slash roll.īy no means is this an exhaustive list-feel free to create your own tags. Like everything else in Dungeon World, these guide the fiction you’re creating in play. These will tell you something about how the equipment affects the character using it (like +Armor) or suggest something about the way it is used (like the Range tags). ![]() The fighter’s signature weapon is never mundane.Įach piece of equipment will have a number of tags. Any item that is magical or one-of-a-kind is not mundane for the purposes of moves. Most items are mundane-not magical or intrinsically unique in any way. The fighter can find a sharp new sword or the thief might stumble across a deadly poison. The musty tombs and forgotten treasure troves of the world are filled with useful items.
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