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Document 15

Equipment & Slots

What you wear, wield, and carry

Purpose

This document defines the equipment system in TDGS: how entities wear, wield, and carry items.

It establishes:

  • Canonical slot types
  • Equipped vs Carried distinction
  • Item structure requirements
  • Carrying capacity
  • Slot management rules

This document builds upon Document 9 (Entities) and Document 11 (Races). Races define what slots an entity has. This document defines how those slots work.

Measurement Units

TDGS uses abstract units. The engine calculates in units and is agnostic to measurement systems.

UnitEngine TermContent Defines
DistanceSquares1 square = 5 feet OR 1.5 meters OR setting-specific
WeightWeight Units (WU)1 WU = 1 pound OR 0.5 kg OR setting-specific
TimeRounds, ScenesAlready abstract

This allows the same rules to work for any setting without conversion. Content creators choose the scale that fits their world.

Slot Types

Slots represent where equipment can be worn or wielded. TDGS defines 14 canonical slot types.

Slot TypeDescription
HeadSkull, crown of head
FaceEyes, nose, mouth area
EarsEar canal, outer ear (per ear)
NeckThroat, nape
TorsoChest, back, abdomen
BackUpper back surface (cloaks, packs, wings)
ArmUpper and lower arm (per arm)
HandPalm and fingers as unit for gripping (per hand)
FingerIndividual digit (per finger)
WaistHip, belt line
LegThigh and shin (per leg)
FootAnkle to toes (per foot)
TailTail appendage (if present)
MountSaddle point (for mounts/vehicles)

Content MAY add additional slot types for exotic creatures or settings (Wings, Horns, Tentacle, etc.), but these 14 form the canonical base.

"Fourteen places to hang your hopes. The system doesn't assume symmetry - it assumes variety. Four arms? Covered. No legs? Covered. A tail that grips? Covered. The slots are patient. They'll wait for whatever walks through your door."

Decimancer
DecimancerD10

Racial Slots

Each race defines its own complete slot list. There is no universal baseline - each race specifies exactly what slots it has.

Example - Human

Slots: Head: 1 Face: 1 Ears: 2 Neck: 1 Torso: 1 Back: 1 Arm: 2 Hand: 2 Finger: 10 Waist: 1 Leg: 2 Foot: 2

Example - Centaur

Slots: Head: 1 Face: 1 Ears: 2 Neck: 1 Torso: 1 Back: 1 Arm: 2 Hand: 2 Finger: 10 Waist: 1 Leg: 4 Foot: 4 Mount: 1

Example - Serpentfolk

Slots: Head: 1 Face: 1 Ears: 2 Neck: 1 Torso: 1 Back: 1 Arm: 2 Hand: 2 Finger: 10 Waist: 1 Tail: 1

Rule: If a slot type is not listed in a race's definition, that race has 0 of that slot.

Equipped vs Carried

Every item an entity possesses is either Equipped or Carried.

StateDefinitionMechanical Effect
EquippedIn a slot, actively worn/wieldedGrants all item benefits
CarriedIn inventory, not slottedNo mechanical benefit

Only Equipped items grant their mechanical effects - stat bonuses, abilities, absorption, damage bonuses. Carried items exist for narrative, trading, and future use.

Example

Equipped: Hand: Longsword (+2 damage) Torso: Chainmail (+4 Absorption) Finger: Ring of Protection (+1 REF) Carried: Backup Dagger Healing Potion x3 50 gold Rope

Only the Longsword, Chainmail, and Ring provide benefits. Everything else is just inventory.

"When the charge comes and everything hangs on the next swing, will you reach for the blade in your hand or fumble through your pack? Heroes don't rummage. Heroes act."

Sir Critsalot
Sir CritsalotD20

Item Structure

Every item in TDGS follows a consistent structure.

Required Fields

FieldDescription
NameItem name
WeightIn Weight Units (WU)

Required If Equippable

FieldDescription
Slot RequirementsSlot type(s) and cost per type
Equip SpeedAction (default), Free, or X Actions

Optional Fields

FieldDescription
Abilities GrantedSkills, Spells, Traits while equipped
Stat Bonuses+X to stat while equipped
AbsorptionDamage reduction (armor)
Damage Bonus+X damage (weapons)
ValueCost/price
RarityCommon, Uncommon, Rare, etc.
DescriptionFlavor text

Slot Cost

Items define which slots they require and how many.

Rule: Entity must have ALL required slots available to equip an item.

A Human with Hand: 2 cannot equip a weapon requiring Hand: 4. A four-armed creature with Hand: 4 can.

ItemSlot Requirements
LongswordHand: 1
GreatswordHand: 2
Quad-BladeHand: 4
RingFinger: 1
Large RingFinger: 2
Full PlateTorso: 1, Arm: 2, Leg: 2

Some items span multiple slot types. Full Plate requires Torso AND Arms AND Legs. All must be available.

"THE MATH IS SIMPLE. THE ITEM SAYS WHAT IT NEEDS. YOU HAVE IT OR YOU DON'T. A GIANT'S GAUNTLET DOESN'T CARE ABOUT YOUR AMBITIONS. IT CARES ABOUT THE SIZE OF YOUR HAND."

Hundröd the Uncountable
Hundröd the UncountableD100

Slot Changes

Managing equipped items during play.

ActionCost
Equip item (empty slot)Action
Unequip itemAction
Swap item (replace equipped)Action
Quick SwapFree (requires ability)

Swap: Replaces an equipped item with a new one in a single Action. The replaced item goes to Carried (not dropped) unless the player chooses to drop it.

Quick Swap: Some class abilities or item traits grant the ability to swap equipment as a Free action.

Design Note

Swap costs 1 Action (not Unequip + Equip = 2 Actions) because combat is tuned for 4-6 rounds. Requiring 2 rounds to change weapons would devastate play experience. Quick Swap exists as an ability for builds that specialize in weapon flexibility.

"One motion. Old blade stowed, new blade drawn. Smooth as rolling. Hesitate for two beats while the ogre winds up? That's not tactics. That's a death wish."

His Rolliness the Sixth
His Rolliness the SixthD6

Carrying Capacity

How much an entity can carry (Equipped + Carried combined).

Formula

Carrying Capacity = STR × 10 × Size Multiplier (in WU)
SizeMultiplier
Tiny×0.25
Small×0.5
Medium×1
Large×2
Huge×4
Gargantuan×8+

Example: A Medium creature with STR 10 can carry 100 WU.

Containers

Containers (backpacks, bags, pouches) add to carrying capacity while equipped.

Backpack Weight: 2 WU Slot Requirements: Back: 1 Special: +20 WU carrying capacity

Encumbered

If total weight exceeds carrying capacity, the entity is Encumbered.

Effect: Cannot take the Move action.

This is a simple binary rule. Content MAY define more granular penalties (half speed, stat penalties, etc.) but the engine only mandates: over capacity = no Move.

Slot Loss

When an entity loses a slot (arm severed, hand destroyed, etc.):

  • Items equipped in that slot are immediately unequipped (go to Carried)
  • The entity cannot equip items requiring that slot until the slot is restored

Example: A character loses their left arm. Items equipped in that Arm slot and Hand slot go to Carried. They cannot equip two-handed weapons (Hand: 2) until the arm is restored.

Restoration methods (healing magic, prosthetics, etc.) are content concerns.

Content Layer Extensions

The engine provides the framework. Content extends it.

Cursed Items: The engine does not define a "Locked" property. Content MAY create abilities or traits that prevent unequipping (e.g., Trait "Cursed" - cannot be unequipped by normal means).

Attunement: Item bonding mechanics are not engine-level. Future extensions or content may add attunement systems.

Inventory Limits: Beyond weight, some settings may limit item count or require specific containers. This is content-layer concern.

Banking/Storage: External storage (vaults, banks, stashes) is a future extension.

Example Items

These examples demonstrate the system. They are not canonical content.

EXAMPLE: Longsword Weight: 3 WU Slot Requirements: Hand: 1 Equip Speed: Action Damage Bonus: +2 EXAMPLE: Greatsword Weight: 6 WU Slot Requirements: Hand: 2 Equip Speed: Action Damage Bonus: +4 EXAMPLE: Dagger Weight: 1 WU Slot Requirements: Hand: 1 Equip Speed: Free Damage Bonus: +1 EXAMPLE: Leather Armor Weight: 10 WU Slot Requirements: Torso: 1 Equip Speed: 2 Actions Absorption: 2 EXAMPLE: Full Plate Weight: 45 WU Slot Requirements: Torso: 1, Arm: 2, Leg: 2 Equip Speed: 10 Actions Absorption: 6 EXAMPLE: Ring of Protection Weight: 0 WU Slot Requirements: Finger: 1 Equip Speed: Free Stat Bonus: +1 REF EXAMPLE: Backpack Weight: 2 WU Slot Requirements: Back: 1 Equip Speed: Action Special: +20 WU carrying capacity

"Seven shapes in the dark. Enough to know what waits beneath. The rest you will discover when you step on them."

Tetrahex the Obscure
Tetrahex the ObscureD4

Summary

ConceptRule
Slot Types14 canonical (content may add more)
Racial SlotsEach race defines its own complete list
EquippedIn slot, grants effects
CarriedIn inventory, no effects
Slot CostItem defines type(s) and count needed
Equip/Unequip/Swap1 Action each
Quick SwapFree (requires ability)
Carrying CapacitySTR × 10 × Size Multiplier (WU)
EncumberedCannot Move
Slot LossItems unequipped, slot unusable
UnitsAbstract (WU, squares); content defines scale

Document Status

Status: Canonical

This document defines the equipment and slot system for TDGS. All items and equipment in the system conform to the structures established here.

Specific item lists, weights, and values are defined in content documents, not in this core rules document.