A while ago I set about revamping the current rules for armor and weapons, after finding myself wanting more granularity (especially with armor).
For all of the following balancing, I used the stats for armor and weapons found in The Flower Of Battle supplement for The Riddle of Steel by Jake Norwood. (In case you didn’t know, Jake Norwood was also Luke’s advisor for the weapon functionality in this game, BWR/BWG!) Inarguably, The Riddle of Steel has some of the most realistic melee combat rules in roleplaying. More arguably, it may have the most realistic ones, period.
Weapons
The weapons below were centered around the Burning Wheel’s “Run-of-the-mill” quality of weapons, so as not to become super powerful weapons on the level of their Superior counterparts. Grandsword is my parlance for Zweihander/Dopplehanders and Great Axe is parlance for Sparth axes. Some weapons now have a “Attack +Ob” or “Defense +Ob”. In a Fight, when making an Attack or Defense action, you suffer the Ob penalty listed on each such action. I also did some re-naming of the Stats in my game to Might (aka Power)/Grit (aka Forte)/Finesse/Speed/Will/Acuity (aka Perception). So “Might” is parlance for BWG’s Power. “gps” is parlance for BWG’s “rps”, standing for Generation Points. Different names, same exact function. Weapon Lengths also have different names here. Shortest is analogous to Short, Short::Medium, Long::Long, Longer::Very Long, Longest::Extremely Long.
Hit Locations & Armor
To make use of my more granular armor, you need to be able to differentiate between more specific parts of the body. Thus, hit locations are added, more specific parts of their overall hit zone. In play, this adds about 10 seconds to 1 minute of processing time to Strikes, Great Strikes and Block & Strikes. Your tastes will vary as to whether this is acceptable for the amount of additional realism it introduces. I find it surprisingly simple and intuitive. The BWG RAW is in black, while the new rules modifications are in red. You needn’t use the armor rules with the weapons; they’re completely independent of each other. That being said, I’m proud of the rules.
Resources Price List
Additionally, I wanted to solidify a Resources price list around these rules. It’s written within my setting, so not all of it will make sense, just pay attention to the weapons and armor and use the other listings as context.
PLEASE NOTE: I made these rules for a Dark Sun/Skyrealms of Jorune/Numenera-like setting. People use bone and stone arms, and iron itself is extremely rare (it’s gray-shade), so the people use bronze. In my setting, bronze works roughly the same as steel in our own reality. You can easily replace the word “bronze” with “steel” in all the entries above and have no problems, but here bronze weapons and armor are still a bit more expensive than steel ones are in BWG RAW. Thus, if you want them closer to RAW pricing, you’ll need to drop the price. You could get away with dropping the armors from the 5th+ Ob levels by one, and you’d be golden. You may also want to drop the gps pricing as well at the higher levels. This will screw up the nice progression in the Resources Price List, but you may be able to figure something out. All leather and quilted items are about what they are in RAW BWG and don’t need to be changed. Hardened Leather is the equivalent of Light chainmail in RAW.
Here is the download link for the full, higher resolution .pdfs:
https://mega.nz/#!A90mlDBD!KcFp5STfyf1yW22TQMefgCg8b_3NQ1V2rBs4GinUMfA
Hit “Download through your browser” and it will be saved to your Desktop.