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Avianmosquito
2017-02-04, 09:54 AM
The following is gameplay information regarding the Aelsif campaign setting for D&D 3.5. These rules are part of the setting, and are intended to function both with and without the optional rules in the back of the book.

Aelsif adds the following weapons (these weapons have not been priced yet):


How to read these:
Proficiency: What proficiency you need
Critical: Critical threat, damage multiplier
Damage: Dice, type
Range increment: How far the thing shoots before it loses accuracy
Reload: How long the thing takes to reload
Special: This is an important extra thing what will be in the description section for the actual book
Hardness: Damage reduction for items
HP: How many hitpoints the thing has with a standard Aelsif material which is much more than in standard D&D
Weight: How heavy the thing is
There will usually be a thing here about hand requirements.

And there's a description here.

Musket:
Proficiency: Simple
Critical: 19-20, x2
Damage: 2d12, pierce
Range increment: 60ft
Reload: Two rounds
Hardness: 5
HP: 25
Weight: 10lbs
Requires two hands to reload, but can be fired one-handed at a -4 penalty to hit.

While considered obsolete by the developed nations, muskets are very common civilian and militia weapons throughout the world, and poorer nations continue to use them as their primary weapon.

Musket rifle:
Proficiency: Simple
Critical: 19-20, x2
Damage: 2d10, pierce
Range increment: 120ft
Reload: Two rounds
Hardness: 5
HP: 25
Weight: 10lbs
Requires two hands to reload, but can be fired one-handed at a -4 penalty to hit.

The standard military weapon of most nations in Aelsif is the musket rifle. While smaller in bore than earlier muskets, musket rifles have much better range than conventional muskets.

Pistol:
Proficiency: Simple
Critical: 18-20, x2
Damage: 2d8, pierce
Range increment: 30ft
Reload: Full round action
Hardness: 5
HP: 25
Weight: 2lbs
Requires two hands to reload, but can be fired one-handed without penalty.

A common civilian weapon, the obsolete smoothbore pistol has a large bore but very little range.

Dueling pistol:
Proficiency: Simple
Critical: 19-20, x2
Damage: 2d6, pierce
Range increment: 60ft
Reload: Full round action
Hardness: 5
HP: 25
Weight: 2lbs
Requires two hands to reload, but can be fired one-handed without penalty.

The dueling pistol features a rifled barrel at the cost of a smaller bore, which made it the go-to choice of duelists until it was supplanted by the revolver.

Blunderbuss:
Proficiency: Simple
Critical: 20, x2
Damage: 1d8, pierce
Range increment: 10ft
Reload: Two rounds
Special: Fires 10 pellets. If an attack successfully hits, it hits 1d10 times.
Hardness: 5
HP: 25
Weight: 10lbs
Requires two hands to reload, but can be fired one-handed at a -4 penalty to hit.

The blunderbuss is a dangerous muzzle-loading firearm commonly used to hunt game and for civilian self-defence. Unfortunately, its short range and poor performance against even the lightest armour prevents it from seeing military use, even in poor nations.

Repeating rifle:
Proficiency: Exotic
Critical: 19-20, x2
Damage: 2d6, pierce
Range increment: 120ft
Reload: Full-round action reloads two cartridges, move action reloads one cartridge
Special: Can fire six rounds before needing to reload.
Hardness: 5
HP: 25
Weight: 10lbs
Requires two hands to reload, but can be fired one-handed at a -4 penalty to hit.

The lever-action repeating rifle is considered a state of the art weapon in most parts of the world, able to fire rapidly with the accuracy of a musket rifle. While only the Gnomelands give these out as standard-issue weapons, several developed nations issue these to elite units and wealthy private citizens often purchase repeating rifles for personal use.

Revolver:
Proficiency: Martial
Critical: 19-20, x2
Damage: 1d10, pierce
Range increment: 60ft
Reload: Full-round action reloads three cartridges, move action reloads one cartridge
Special: Can fire six rounds before needing to reload.
Hardness: 5
HP: 25
Weight: 2lbs
Requires two hands to reload, but can be fired one-handed with no penalty.

Much more common than the repeating rifle, the revolver is widely issued as an officer's sidearm and is a favourite weapon of wealthy private citizens. Accurate and able to sustain a good rate of fire, the revolver's only real drawback is poor stopping power.

Repeating shotgun:
Proficiency: Exotic
Critical: 20, x2
Damage: 1d6, pierce
Range increment: 10ft
Reload: Full-round action reloads three shells, move action reloads one shell
Special: This weapon can be fired four times before needing to reload. Fires 10 pellets. If an attack successfully hits, it hits 1d10 times.
Hardness: 5
HP: 25
Weight: 10lbs
Requires two hands to reload, but can be fired one-handed at a -4 penalty to hit.

Rarely produced, even more rarely issued, the lever-action repeating shotgun is mostly a weapon for sport hunting amongst wealthy private citizens and royalty in particular. Its low capacity, short range and poor stopping power make it unsuited to combat, however, and the price doesn't help.

Semi-automatic pistol:
Proficiency: Exotic
Critical: 19-20, x2
Damage: 1d8, pierce
Range increment: 60ft
Reload: Full-round action reloads fully.
Special: Can fire ten rounds before needing to reload. Rapid shot gives two extra attacks, but a -4 penalty.
Hardness: 5
HP: 25
Weight: 2lbs
Requires two hands to reload, but can be fired one-handed with no penalty.

Exclusive to the Gnomelands, the construction of the semi-automatic pistol is considered a state secret. These weapons are forbidden from being owned by civilians, and those caught attempting to smuggle them outside of the country are executed for treason. The main effect this policy has had is that the few that make it out sell for exorbitant prices.

Aelsif also adds heavy weapons. Heavy weapons are unique in that they cannot be enhanced and do not receive a dexterity bonus to their attack. However, a dexterity penalty will still apply to any attacks made with them. They use their own proficiency which no class provides and therefore a feat must be taken to be effective with them. Heavy weapons are crew-served and may be loaded at different speeds by one or two people. If an extra person is available who is not participating in the loading operation, they may fire it the same round it is done loading.


Field/naval gun:
Proficiency: Heavy
Critical: 20, x2
Damage: 20d6, pierce
Range increment: 120ft
Reload: Requires three rounds to reload with two people, one minute to reload with one person
Great cleave: Field guns behave as if they possessed the great cleave feat, but additional targets must be in a line behind previous ones.
Hardness: 5
HP: 200
Weight: 1,000lbs

The field gun is a devastating direct-fire artillery piece operated by two specially trained operators. While it has almost no chance of hitting a man-sized target, it deals extremely high damage and easily kills even the most durable of living creatures. The naval gun is a largely identical weapon mounted en masse as part of a ship's broadside arsenal.

Light gun:
Proficiency: Heavy
Critical: 20, x2
Damage: 10d6, pierce
Range increment: 60ft
Reload: Requires two rounds to reload with two people, five rounds to reload with one person
Great ceave: Light guns behave as if they possessed the great cleave feat, but additional targets must be in a line behind previous ones.
Special: Some light guns are swivel-mounted. Swivel-mounted light guns are able to receive 1/2 the user's dexterity bonus.
Hardness: 5
HP: 100
Weight: 250lbs

A much smaller, lighter variant of the standard field gun. These guns are sometimes used as a light defensive weapon in fortifications or carried into battle in situations where horse-drawn cannons are impractical, and some guns are also mounted on the decks of ships where they are able to swivel and be manually aimed.

Mortar:
Proficiency: Heavy
Range: 1 mile
Area: 20ft radius spread
Damage: 10d6, pierce
Reload: Requires three rounds to reload with two people, one minute to reload with one person
Heavy weapon, not man-portable.
Hardness: 5
HP: 200
Weight: 1,000lbs

The mortar is a common indirect-fire artillery piece operated by two specially trained operators. It is capable of striking areas with questionable accuracy at extremely long range.

Light mortar:
Proficiency: Heavy
Range: 1/2 mile
Area: 20ft radius spread
Damage: 5d6, pierce
Reload: Requires two rounds to reload with two people, five rounds to reload with one person
Heavy weapon, man-portable.
Hardness: 5
HP: 100
Weight: 250lbs

The light mortar is a smaller variant of the mortar. Not as common as the light cannon, and mostly used as a sea to land weapon for smaller naval vessels that still want to be capable of providing indirect fire.

Bombard:
Proficiency: Heavy
Critical: 20, x2
Damage: 40d6, pierce
Range increment: 180ft
Reload: Requires one minute to reload with two people, cannot be loaded by one person.
Special: Does not receive the user's BAB.
Great cleave: Cannons behave as if they possessed the great cleave feat, but additional targets must be in a line behind previous ones.
Hardness: 5
HP: 100
Weight: 5,000lbs

The most powerful artillery piece in existence, bombards are useless against individuals but are capable of destroying the strongest fortifications and mightiest ships in a relatively small number of shots. They are rare today, as smaller cannons are more effective in most circumstances and the hardened fortifications they are required to destroy are no longer common.

Howitzer:
Proficiency: Heavy
Range: 2 miles
Area: 20ft radius spread
Damage: 10d6, pierce
Reload: Requires one minute to reload with two people, cannot be loaded by one person.
Hardness: 5
HP: 100
Weight: 3,000lbs

More common than the bombard, the howitzer is a very long-ranged indirect fire weapon, launching a shell no heavier than the mortar's but reaching twice the range, these weapons are becoming unfortunately popular amongst the more developed militaries, with no regard for the extreme collateral damage and high risk of friendly fire.

Gatling gun:
Proficiency: Heavy
Critical: 20, x2
Damage: 1d12, pierce
Range increment: 60ft
Reload: Requires one round to reload with one person. If a separate gunner and loader are available, they may reload the same round the weapon is being fired, allowing it to continue firing indefinitely.
Special: Fires six projectiles per attack. May fire five attacks, a total 30 projectiles, before needing to reload. If an attack successfully hits, it hits 1d6 times. Gatling guns are swivel mounted and able to receive 1/2 the user's dexterity bonus.
Hardness: 5
HP: 50
Weight: 100lbs

The gnomish gatling gun is greatest anti-personnel weapon available to any nation outside the Gnomelands. Featuring six rotating barrels operated by a hand crank and a sophisticated loading mechanism that feeds bullets in from above the weapon, it can fire up to 300 rounds per minute. Further, the weapon is designed so blocks of ammunition can continue to be introduced as the weapon is being fired.

Machine gun:
Proficiency: Heavy
Critical: 20, x2
Damage: 1d10, pierce
Range increment: 60ft
Reload: Requires one round to reload with two people, three rounds to reload with one.
Special: Fires ten projectiles per attack. May fire 20 attacks, a total 200 projectiles, before needing to reload. If an attack successfully hits, it hits 1d10 times. Machine guns are swivel mounted and able to receive 1/2 the user's dexterity bonus. Rapid shot gives two extra attacks, but a -4 penalty.
Hardness: 5
HP: 50
Weight: 100lbs

The Gnomish machine gun is the ultimate anti-personnel weapon. While it has less stopping power per shot than the gatling gun, it is a much faster firing weapon and more capable of being operated by a single person. These weapons line the gnomish border, and they are much easier to keep out of foreign hands than their pistols are. Not one of these weapons has ever been stolen, and they are likely to be an exclusively Gnomish weapon for several more decades.


Aelsif also adds material qualities to its weapons. While ordinary D&D materials do exist, many of them have been slightly altered and as I'm not done doing that just yet I haven't listed them here. Materials alter the damage (but not attack) of your weapon by directly increasing or decreasing the size of your damage dice. For example, a material that increases the dice of your weapon by one size will increase a d4 to a d6, or a d8 to a d10. Material qualities are only available for melee weapons and polearms (including throwing versions), arrows and bolts. They are not available for any form of ranged weapon, and are not available for stones, bullets or balls. This system replaces the masterwork system, there are NO masterwork items in Aelsif, and masterwork quality is not required to enchant an item.

Below are the finished weapon materials. More will come later.


Iron: Standard, hardness 10, 10x hp
Steel: Damage dice increased one size, hardness 15, 15x hp
Tempered steel: Damage dice increased two sizes, hardness 20, 20x hp
Dwarven steel: Damage dice increased three sizes, hardness 25, 25x hp
Royal steel: Damage dice increased four sizes, hardness 30, 30x hp

Copper: Damage dice decreased one size, hardness 0, 10x hp, immune to rust and half acid damage
Bronze: Standard, hardness 10, 30x hp, immune to rust and half acid damage
Jungle bronze: Damage dice increased one size, hardness 15, 40x hp, immune to rust and half acid damage
Royal bronze: Damage dice increased two sizes, hardness 20, 20x hp, immune to rust and half acid damage

Stone: Standard, hardness 10, 5x hp, immune to rust, cannot be repaired except by magic
Obsidian: Damage dice increased four sizes, hardness 0, 5x hp, immune to rust, cannot be repaired except by magic


For weapons, enhancement functions largely as normal in Aelsif, except that enhancing a weapon does not increase its hardness or hp. Enhancement is neither magical nor psionic in Aelsif, it is simply a matter of quality.

Armour works a little different in Aelsif as well. There are also four categories of armour in Aelsif, which are clothing, light armour, medium armour and heavy armour. All classes are proficient with clothing, but creatures without class levels are not. Any mindless undead such as skeletons and zombies also lose their proficiency with clothing. All classes that cast spells also have the ability to cast from their class's spell list while wearing clothing with no chance of arcane spell failure as long as they are proficient, but any spells not granted by a class are not immune to this spell failure, even if the caster is proficient and has other spells that are.

Armour Largely functions as in standard D&D, but it also provides a small amount of damage reduction and energy resistance (which is just damage reduction against energy, so why it needs a separate name I don't understand). Enhancing armour increases its AC, damage reduction and energy resistance.

Below are eight varieties of armour commonly used in Aelsif, and their alternatives.


How to read these:
Proficiency: What proficiency you need
AC: Your armour bonus to armour class
DEX: Maximum dex bonus
ACP: Armour check penalty
DR: Your damage reduction, energy resistance and hardness
ASF: Arcane spell failure percentage
HP: The hitpoints of your item
Weight: How much the thing weighs

And there's a description here.

Light clothing
Proficiency: Clothing
AC: +1
DEX: 12
ACP: -1
DR: 1
ASF: 10%
HP: 50
Weight: 2lbs

Ordinary clothing.

Heavy clothing:
Proficiency: Clothing
AC: +2
DEX: 11
ACP: -2
DR: 1
ASF: 15%
HP: 60
Weight: 5lbs

Heavier, more protective clothing such as buff coats and padded jacks.

Gambeson:
Proficiency: Light armor
AC: +3
DEX: 8
ACP: -3
DR: 2
ASF: 25%
HP: 70
Weight: 10lbs

A padded armour made of cotton quilting stuffed with horse hair or flax.

Byrnie:
Proficiency: Light armor
AC: +4
DEX: 7
ACP: -4
DR: 2
ASF: 30%
HP: 80
Weight: 20lbs

A long, short-sleeved tunic of mail over a thin layer of padded clothing.

Breastplate:
Proficiency: Medium armor
AC: +5
DEX: 5
ACP: -5
DR: 3
ASF: 40%
HP: 90
Weight: 30lbs

A breastplate with greaves, worn over padded clothing. The go-to armour of explorers and standard issue for the infantry of the wealthiest nations.

Hauberk:
Proficiency: Medium armor
AC: +6
DEX: 4
ACP: -6
DR: 3
ASF: 45%
HP: 100
Weight: 40lbs

Thick, full body mail protection over a layer of padding and underneath a layer of cloth or hide. Extremely effective armour, but most nations prefer breastplates for their lower weight and cost.

Brigandine:
Proficiency: Heavy armor
AC: +7
DEX: 2
ACP: -7
DR: 4
ASF: 55%
HP: 110
Weight: 50lbs

A layer of metal plates sewn into a layer of fabric or hide and locked in place with studs. Worn with greaves, over a layer of mail and padding. Extremely protective, and the more common of the two heavy armours.

Plate armor:
Proficiency: Heavy armor
AC: +8
DEX: 1
ACP: -8
DR: 4
ASF: 60%
HP: 120
Weight: 60lbs

A suit of full-body plate armour over mail and padding. Extremely heavy, extremely protective and extremely difficult to injure somebody through, especially when made of good materials.


Armour also has qualities. Armour has fewer quality grades than weapons, but they are arguably more effective. Once again, this replaces the masterwork system, as there are no masterwork items in Aelsif and masterwork is not required to enchant. Below are the quality grades for each armour.


Light clothing:
Crude/rags/loincloth: 0 DR/ER/Hardness, 1/2 hit points
Simple/cotton/linen/leather: Standard
Fine/silk: 2 DR/ER/Hardness, 2x hit points

These relate to the quality of construction and material of the materials and the name can be structured many different ways, but as long as one of the keywords is above, it is of that quality. "Crude garments" are 0x DR, a "cotton tunic" is standard, a "silk dress" is 2x.

Heavy clothing:
Crude/rags/hides: 0 DR/ER/Hardness, 1/2 hit points
Simple/cotton/linen/leather: Standard
Fine/silk/doublet: 2 DR/ER/Hardness, 2x hit points

This works much like the above. You may structure the name any way you wish, but if one of the key words is in the name it is of that quality. Further, if a clothing article doesn't have a keyword in the name but is made of a material that is a keyword above, it is once again in that category. For example, a "buff coat" is standard, because buff coats are leather.

Gambeson:
Scrap: 1 DR/ER/Hardness, 1/2 hit points
Hair: Standard
Flax: 4 DR/ER/Hardness, 2x hit points

These relate to the material used to stuff the quilting of the gambeson. If a gambeson is stuffed with scrap cloth it is a 1 DR item, if stuffed with hair (usually horse hair) it is standard, if stuffed with flax it is a 4 DR item.

Byrnie:
Iron: 1 DR/ER/Hardness, 1/2 hit points
Steel: Standard
Dwarven steel: 4 DR/ER/hardness, 2x hit points

Bronze may be substituted for iron to grant the armour immunity to rust and make it take 1/2 damage from acid. Jungle bronze may be substituted for steel to achieve the same effect. Notably, this dwarven steel is not the same as that used in weapons, it has a lower carbon content and is tempered for plasticity instead of elasticity, making it better for plates but unusable in mail.

Breastplate:
Iron: 1 DR/ER/Hardness, 1/2 hit points
Steel: Standard
Dwarven steel: 6 DR/ER/Hardness, 2x hit points

Remember again that you can substitute bronze for iron and jungle bronze for steel.

Hauberk:
Iron: 1 DR/ER/Hardness, 1/2 hit points
Steel: Standard
Dwarven steel: 6 DR/ER/hardness, 2x hit points

Brigandine:
Iron: 2 DR/ER/Hardness, 1/2 hit points
Steel: Standard
Dwarven steel: 8 DR/ER/Hardness, 2x hit points

Plate armor:
Iron: 2 DR/ER/Hardness, 1/2 hit points
Steel: Standard
Dwarven steel: 8 DR/ER/Hardness, 2x hit points



Enhancing armour works largely as normal, except it does not increase its hardness or hit points. It is still not magical or psionic, it is a matter of quality.

Shields are rare among the developed nations of Aelsif due to the proliferation of firearms. A soldier with a firearm cannot use a shield, after all, since they need both hands to reload. Primitives in Aelsif, however, still use shields in large numbers. Shields in Aelsif are also used as weapons, allowing you to treat your shield as a second weapon for two-weapon fighting on any round you attack with both of them, without penalizing your attacks on rounds you don't. Shield damage is determined by material, and all shields have a 20, x2 critical. During a total defence action shields increase your damage reduction. Below are the shield varieties.


How to read these:
AC: How much AC the thing gives
REF: Bonus to your reflex save because thing blocks stuff
ACP: Armour check that really should be called shield check because shields are not armour
ASF: Chance spell fail
HP: Hit poodles
Weight: If I really need to explain this I am going to need more coffee
Special thing here supposedly but really just a note on arcane spell failure.

Description that may need editing in the morning because it's 6 AM and I'm getting a bit loopy.

Buckler:
AC: +1
REF: +1
ACP: -1
ASF: 5%
HP: 5
Weight: 2lbs
Bucklers do not cause arcane spell failure for spells not subject to arcane spell failure from clothing.

Bucklers are small shields HELD IN THE HAND, THEY DO NOT ATTACH TO YOUR FRIGGIN' ARM. Not only is that part of the definition of a buckler, shields this size aren't large enough to effectively attach to your arm, and even if they were centre-grip shields are much easier to control, especially at this size.

Small shield:
AC: +2
REF: +2
ACP: -2
ASF: 10%
HP: 10
Weight: 10lbs
Small shields do not cause arcane spell failure for spells not subject to arcane spell failure from light armour.

A small shield, like the targe or heater shield, is a shield that is small. I mean, no ****, right? They aren't buckler small, but they're pretty small. Like 50cm, and I'm too tired to make with the inches so deal with it.

Large shield:
AC: +3
REF: +3
ACP: -3
ASF: 15%
HP: 15
Weight: 15lbs
Large shields do not cause arcane spell failure for spells not subject to arcane spell failure from medium armour.

Bigger shields, most round shields and kite shields too. Really, you guys know what a shield is.

Tower shield:
AC: +4
REF: +4
ACP: -4
ASF: 20%
HP: 20
Weight: 25lbs
Tower shields do not cause arcane spell failure for spells not subject to arcane spell failure from heavy armour.


And here are their materials. These materials increase the DR shields provide during a total defence action, the damage they do as weapons, their hardness and HP.


Hide: 0 DR, 1 damage, hardness 0, 1x hit points
Wicker: 1 DR, 1d2 damage, hardness 0, 2x hit points
Wood: 2 DR, 1d3 damage, hardness 5, 2x hit points
Reinforced: 3 DR, 1d4 damage, hardness 5, 3x hit points
Iron: 4 DR, 1d6 damage, hardness 10, 3x hit points
Steel: 5 DR, 1d8 damage, hardness 10, 4x hit points

Hide shields are hide stretched across a wooden frame, common amongst kobold tribals. Wicker shields are made of wicker, obviously, and are common amongst halfling tribals. Wooden shields are wood and common amongst orc soldiers. Reinforced shields are wooden shields with iron or bronze rims and/or bosses, common amongst lizardfolk. Iron shields are wood with a full iron face, and are common amongst hobgoblins and goblins. Steel shields are solid steel, and are common amongst humans, dwarves and elves.

Bronze may be substituted for iron to give a shield immunity to rust effects and 1/2 damage from acid. Jungle bronze may be substituted for steel to do the same thing.



Enhancing shields works as normal, increasing their AC.

And that's the entirety of the weapons, armour, shields, material quality and enhancement rules that are complete for Aelsif. Incomplete ones will be posted in this thread when complete. There's more weapons to be added, at least. And some armours, too, though they'll just be alternative versions of the ones already present. Expect a post some time tomorrow, hopefully at an earlier hour.

aimlessPolymath
2017-02-14, 06:51 PM
Interaction of shotgun-types with enhancement bonuses is somewhat unclear- is the bonus added to every bullet? If so, would definitely take Weapon Focus + Specialization(Blunderbuss or repeating shotgun, depending), assuming that they operate similarly.
Also, what's the place of Rapid Reload as a feat in a gun-heavy game? Is it removed, required as a feat tax, or given automatically to martials?

Bucklers are described as held in the hand- is this true of other shields as well? Otherwise, you could reload more quickly.
Shields as weapons- do you still lose the AC bonus like with shield bashes?

With various materials, the hardness sometimes varies (i.e. different hardness for iron breastplate vs. plate armor).

Pricing information missing for all items.

Avianmosquito
2017-02-14, 07:17 PM
Firstly, thanks for actually moving this.


Interaction of shotgun-types with enhancement bonuses is somewhat unclear- is the bonus added to every bullet? If so, would definitely take Weapon Focus + Specialization(Blunderbuss or repeating shotgun, depending), assuming that they operate similarly.

I knew I was forgetting something, good catch. Enhancement does not apply to shotgun damage (just attack), specialization works as normal, sneak attack only affects the first projectile. (I think the latter was already a rule for multi-hit attacks.) So a fighter with specialization can get the blunderbuss to hit for 1d8+2, so 6.5 average normally and 13 average on crit. For comparison, a lower level fighter or a non-fighter will get 1d8, so 4.5 average normally and 9 on crit. It's a big increase, but remember that the blunderbuss is still worthless against armour.


Also, what's the place of Rapid Reload as a feat in a gun-heavy game? Is it removed, required as a feat tax, or given automatically to martials?

I hadn't decided at the time, but since then I just didn't include it. When you're reloading after every shot, it would be massively overpowered and guns are largely intended to be used for one good starting shot before you get into it. However, you can get paper cartridges for the muzzle-loaders to achieve the same effect. They're more expensive than regular ammunition, but they cut your reload in half.


Bucklers are described as held in the hand- is this true of other shields as well? Otherwise, you could reload more quickly.

Everything short of a tower shield was held in the hand more often than not, and tower shields were strapped on in a manner that keeps you from using that hand. All shields take a hand, you are not reloading with a shield. A sword a buckler character may still carry pistols, but they will fire them once and then either go for their sword or do a New York reload. More dedicated gun users will forgo shields entirely, at most carrying a buckler on their side in case of melee.


Shields as weapons- do you still lose the AC bonus like with shield bashes?

No. This was designed as a replacement for the shield bash system, and the penalty is that you are dual-wielding instead of you losing defence.


With various materials, the hardness sometimes varies (i.e. different hardness for iron breastplate vs. plate armor).

That breastplate has much more of other materials exposed that could be damaged instead of the metal, so it makes sense it would be more vulnerable to damage.


Pricing information missing for all items.

Yes, I warned about that in advance. It may take me a while to price these, that is my least favourite part of making new content. There's also the fact that I don't use GP in Aelsif, but it is largely the same concept with fewer stages. (Pennies instead of copper, pounds instead of gold.)