13th Age
Compendium
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All the Fiddly Bits
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Free Basic Rules
Encumbrance, Weapon Types, Equipment Costs, and All the Fiddly Bits
Because Rob and Jonathan like their home campaigns to be about mighty heroes doing epic deeds, 13th Age isn’t concerned with how many torches you can carry at a time or whether the heroes have enough gold to buy a lantern. It’s also flexible about weapons: you’re free to decide that your fighter’s heavy weapon is an axe, a warhammer, a polearm, or an elaborate sword that’s twice their size—its damage is based on the wielder’s class, not a specific weapon type. (Which means a rogue with a dagger is as deadly as a paladin with a longsword.) Your character starts with the gear you’d reasonably expect a character of their class to be carrying with them.