CD10 Core: Equipment
Equipment is an important part of a character in CD10. Since the system has no levels, focuses on horizontal progression rather than vertical, equipment becomes a large factor in determining the power of a character. In this article we will cover how the different stats work for equipment and how to use them in your game.
As we mentioned in CD10 Core: Combat, CD10 models three types of basic damage: Slash, Pierce and Blunt. You can technically tack on any number of variable damage types on to this system, and at least one of the official settings include Energy as a damage type, but they can be called anything that fits your setting better, be it "Magic", "Arcane" or "Mental". Just be aware that the more you add to your setting, the more complex it becomes and the more bookkeeping you have to do with armor and weapons. Ideally, you should have no more than four damage types (five, including Shock).
These damage types are coherent across all weapons and armor in a single setting. So weapons deal the same damage types that armors protect against. So if your weapons are capable of inflicting Slash, Pierce, Blunt and Arcane, armors should have protection for the same types. Ideally though, weapons should deal a single damage type and armors should protect against all types, however in varying amounts. Not all armor needs Arcane protection, for instance, and some armor types are better against one damage type or the other. You should ideally list all protection types on each piece of armor, for simplicity's sake. Even if an armor has 0 Energy protection, it should have a stat stating this.
One damage type
When we say that a weapon should only deal a single damage type, we mean that for a given attack, a weapon should only have one damage type. However, most melee weapons can be used in many ways. A sword can deal Slash, Pierce and Blunt damage depending on how you attack. Striking with the sword is Slash damage, stabbing is Pierce and hitting someone with the pommel or quillons deals Blunt damage. But for every given attack, only one type is dealt at a time. Don't mix damage types as that rapidly complicates armor protection calculations and will drastically slow your game down.
Common equipment abbreviationsSD: Slash damage (weapons)/Slash defense (armors)
PD: Pierce damage (weapons)/Pierce defense (armors)
BD: Blunt damage (weapons)/Blunt defense (armors)
ED: Energy damage (weapons)/Energy defense (armors)
DV: Defense value (shields only)
Skill: Skill required for the item
Value: The price or value for an item in trade
VL: Very long
Ranged weapon range effects(optional rule)
Grappling*: +9 difficulty, +2 damage
Close: -3 difficulty, +2 damage
Normal: No modifiers.
Long: +3 difficulty, -1 damage
Very long: +6 difficulty, -3 damage (min 0)
* All weapons aside from handguns or similar suffer this penalty in grappling range