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HAT, or HP - AC - TWENTY SIDED, is a roleplaying game that shares three basic concepts with D&D but diverges from there. The three concepts kept from D&D are obvious from the title: HP, AC, and the D20 roll. However, each is expanded in scope.
This page explains a system for weapons and armor in HAT. Its only one of a few, but it is the default one unless you select an alternate.
Getting hit with a weapon is brutal, and we count it like its a second attack that can only be paid for with HP. If the initial attack lands (positive outcome, not Discounted or Evaded) roll a die and add the damage modifier below. Count those Outcome levels as ADDITIONAL injury from the strike.
Having armor on helps SOMEWHAT. If you have armor, you pay 1 AC to activate when hit and reduce the Outcome of the attack by the listed amount.
Weapon | Cost | Damage | Range | Notes |
---|---|---|---|---|
Axe, Battle | 10 GP | +4 | – | none |
Axe, Hand/Throwing | 4 GP | +0 | 10 ft. | none |
Axe, Two-handed | 20 GP | +8 | – | none |
Bardiche | 15 GP | +5 | – | none |
Bec de Corbin | 12 GP | +4 | – | none |
Bill or Billhook | 14 GP | +5 | – | none |
Cat-O-Nine-Tails | 9 GP | -6 | – | none |
Cestus | 1 GP | +1* | – | +1 adjust to damage |
Club | – | +0 | 10 ft. | none |
Crowbill (Lucerne) | 15 GP | +0 | – | none |
Dagger | 2 GP | -4 | 15 ft. | none |
Armor | Cost | Outcome | Enc |
---|---|---|---|
Leather | 10 GP | -1 | 1 |