Rules Discussion
Encumbrance costs do not count for weapons & armor. I will be concerned if you are carrying a store's worth of items, large treasure amounts, etc. There may be times when food & water will matter.
BECMI Weapon Mastery is referenced as Weapon Training. Everyone has Basic weapon mastery for their chosen weapons at game start. Thus, normal to Hit & Damage rolls.
BECMI Price List
Coins = every 10 coins is 1 pound weight. So one coin is 1.6 ounces.
Armor:
Banded mail, AC 4, ?? GP, (450 Cn), (Companion, book 1, pg 3)
Chain mail, AC 5, 40 GP, (400 Cn)
Leather, AC 7, 20 GP, (200 Cn)
Plate mail, AC 3, 60 GP, (500 Cn)
Scale mail, AC 6, ?? GP, (300 Cn), (Companion, book 1, pg 3)
Shield, -1 to AC (smaller is better for armor), 10 GP, (100 Cn)
Suit armor, zero AC, full plate or jousting armor, reduces area effects (including breath) by -1 die (minimum 1 HP per die) & -2 Saving Throw, 250 GP, (750 Cn), specially made for the wearer, standing from prone is 1D6 = 6+, same for mounting unless assisted or hoisted. Noisy, negates surprise, can be heard up 120 ft away. 3 full game turns to put on. Useless vs Electricity & Gaze attacks. Take -5 with any missile weapon other than crossbow. Take-1 for any surprise roll.
Magical armor, -1 AC, reduces area effects by -2 HP per 2 pluses of enchantment
If done numerically:
AC 10 = bare skin AC 5 = Chain mail
AC 9 = AC 4 = Banded mail
AC 8 = AC 3 = Plate mail
AC 7 = Leather AC 2 =
AC 6 = AC 1 =
AC 0 = Suit Armor
AC -1 = Magical armor
Horse Barding = (Expert book, Player, pg 15)
Type AC Cost Encumbrance
Joust Zero 700 GP 15, 000 Cn
Field 2 600 GP 4, 000 Cn
Plate 3 500 GP 3, 000 Cn
Banded 4 400 GP 1, 500 Cn
Chain 5 150 GP 600 Cn
Scale 6 75 GP 400 Cn
Leather 7 40 GP 250 Cn
Normal Gear:
Backpack, 5 GP, (20 Cn), capacity of 400 Cn
Garlic, 5 GP, (1 Cn), good vs vampires
Grappling hook, 25 GP, (80 Cn)
Hammer, small, 2 GP, (10 Cn)
Holy symbol, 25 GP, (1 Cn)
Holy water, 1 vial, 25 GP, (1 Cn), must be a glass vial, can throw it 10 Short / 30
Medium / 50 Long in feet
Iron spikes (12), 1 GP, (60 Cn or 5Cn each), wedge doors open or shut, possibly pitons if
climbing
Lantern, 10 GP, (30 Cn), burns for ??, light radius of ?? ft
Mirror, hand sized, steel, 5 GP, (5 Cn), requires light to see around corners, good vs
Medusa
Oil, 1 flask, 2 GP, (10 Cn), covers 3 sq ft of ground, must be ignited to burn, can throw it
10 Short / 30 Medium / 50 Long in feet. 1D8 burning damage for 2 rounds
(Expert, Player, pg 19).
Pole, wooden, 10 ft long, 1 GP, (100 Cn)
Rations, iron (dried), 15 GP, (70 Cn), 1 week ??
Rations, standard, 5 GP, (200 Cn), 1 week ??
Rope, 50 ft, 1 GP, (50 Cn)
Sack, small, 1 GP, (1 Cn empty), capacity of 200 Cn
Sack, large, 2 GP, (5 Cn empty), capacity of 600 Cn
Spellbook, a 2 ft square, (200 Cn), 2-6 inches thick. No price given. Can be carried in a backpack or saddlebag.
Stakes x3 & mallet, 3GP, (10 Cn)
Thief's tools, 25 GP, (10 Cn)
Tinder box, 3 GP, (5 Cn), also flint & steel
Torches x 6, 1 GP, (120 Cn or 20 Cn each), burns for
Waterskin, 1 quart size, 1 GP, (5 Cn), empty ??
Wine, 1 quart, 1 GP, (30 Cn)
Wolfsbane, 1 bunch, 10 GP, (1 Cn), good vs werewolves
Weapons:
Axes:
Battle axe, 7 GP, (60 Cn), Damage = 1D6, 10 Short / 20 Medium / 30 Long in feet
Hand axe (2 H), 4 GP, (30 Cn), Damage = 1D8
Bows/Missiles:
Blowgun, 3 GP, 6 Cn, Damage = poison, 10 Short / 20 Medium / 30 Long in feet
Bola, 5 GP, 5 Cn, entangle on 1D6 = 5+, 20 Short / 40 Medium / 60 Long in feet
Crossbow (heavy), 50 GP, 60 Cn, Damage = 1D6 +2, 80 Short / 160 medium / 240 Long
in feet, 2 H weapon
Crossbow (light), 30 GP, 50 Cn, 60 Short / 120 Medium / 180 Long in feet
Long bow, 40 GP, 30 Cn, 70 Short / 140 Medium / 210 Long in feet
Short bow, 25 GP, 20 Cn, 50 Short / 100 Medium / 150 Long in feet
30 bolts for crossbow with case, 10 GP, each bolt or quarrel does 1D6 damage
20 arrows with quiver, 5 GP, arrows do 1D6 damage
1 silver tipped arrow, 5 GP, does 1D6 damage + silver effects
Target's level Saving Saving throw Fails Poisoned
or Hit Dice Throw Blackjack Bola Blowgun
Up to 1 None Knockout Entangle Dead
1+1 to 3 +1 Knockout Entangle 75% HP lost, paralyzed
3+1 to 6 +2 Stun Slow 50% HP lost, paralyzed
6+1 to 9 +3 Stun Slow 50% HP lost
9+1 to 12 +4 Delay Delay 25% HP lost
12+1 + +5 Delay Delay 25% HP lost
Daggers:
Normal dagger, 3 GP, 10 Cn, Damage = 1D4, 10 Short / 20 Medium / 30 Long in feet
Silver dagger, 30 GP, 10 Cn, Damage = 1D4, 10 Short / 20 Medium / 30 Long in feet
Swords:
Bastard sword, 15 GP, 80 Cn, Damage = (1H) 1D6 + 1 // (2H) 1D8 +1 (Companion 1, pg 3)
Short sword, 7 GP, 30 Cn, Damage = 1D6
Normal sword, 10 GP, 60 Cn, Damage = 1D8
2 Handed sword, 15 GP, 100 CN, Damage = 1D10
Miscellaneous weapons
Blackjack, 5 GP, 5 Cn, Damage = 1-2 HP + Special (see above table)
Club, 3 GP, 50 Cn, Damage = 1D4
Javelin, 1 GP, 20 Cn, Damage = Not given, throw range not given
Lance, 10 Gp, 180 Cn, Damage = 1D10
Mace, 5 GP, 30 Cn, Damage = 1D6
Net, 1 SP per sq ft, 1 Cn per sq ft, entangle only, see below, 10 Short / 20 Medium / 30
Long in feet
Oil flask = covers 3 sq ft of ground, must be ignited to burn, can throw it
10 Short / 30 Medium / 50 Long in feet. 1D8 burning damage for 2 rounds
(Expert, Player, pg 19).
Holy Water = can throw it 10 Short / 30 Medium / 50 Long.
Pole arm (2 H), 7 GP, 150 Cn, Damage = 1D10
Sling with 20 stones, 2 GP, 20 Cn, stone Damage = 1D4, 40 Short / 80 Medium / 160
Long in feet
Spear, 3 GP, 30 Cn, Damage = 1D6, 20 Short / 40 Medium / 60 Long in feet
Staff, can be 2 handed, 2 GP, 20 Cn, Damage =
Trident, 5 GP, 25 Cn, Damage = 1D6, 10 Short / 20 Medium / 30 Long in feet
War hammer, 5 GP, 50 Cn, Damage = 1D6
Whip, 1 GP per ft, 1 Cn per ft, Damage = 1-2 HP or entangle, see below, length of 5-30 ft
Target's level Saving Saving throw fails ---
or Hit Dice Throw Net and Whip
Up to 1 None Entangle
1+1 to 3 +1 Entangle
3+1 to 6 +2 Slow
6+1 to 9 +3 Slow
9+1 to 12 +4 Delay
12+1 + +5 Delay
Weapon training = (Expert, Player, pg 16). When you level up, must undergo weapon training to advance in skill. Class training (by level advancement) & weapon training (advanced techniques & such, including mastery) are different for study & price. You must find someone to train you at an equal or greater level. Make a success roll at the halfway point. If unsuccessful, then stopped & 1/2 your cost is refunded. Add +10% next time attempted.
Success will change the weapon abilities in various ways. See the master chart on pgs 20-21.
Knowledge Time Cost per
Sought Required Week
Basic 1 week 100 GP
New weapon 1 week 100 GP
Skilled 2 weeks 250 GP
Expert 4 weeks 500 GP
Master 8 weeks 750 GP
Grand master 12 weeks 1, 000 GP
Trainee Grand
Level Basic Skilled Expert Master Master
None 60% 80% 95% 99% 99%
Basic 1% 50% 70% 90% 95%
Skilled No 1% 40% 60% 80%
Expert No No 1% 30% 50%
Master No No No 1% 20%
For training success: Roll % < given % for success.
Land transport:
Camel, 100 GP // carry 3K Cn // 6 K Cn for half movement
Cart (2 wheels), 100 GP // carry 4K Cn // 8K Cn for half movement
Wagon (4 wheels), 200 GP // carry 15K Cn capacity // 25 K Cn loaded weight
Horse, Draft, 40 GP // 4.5 K Cn // 9K Cn for half movement
Horse, Riding, 75 GP // 3K Cn // 6 K Cn for half movement
Horse, Warhorse, 250 GP // 4 K Cn // 8 K Cn for half movement
Mule, 30 GP // 3K Cn // 6 K Cn for half movement
Saddle & Bridle, 25 GP // 200 Cn capacity// 300 Cn loaded weight
Saddle bags, 5 GP // 800 Cn capacity // 900 Cn loaded weight
Magical items = Master, DM, pg 4. Prices are in GP.
Armor = 10K ~ 150 K
Misc. item = 5K ~ 750 K
Misc. weapon = 5K ~ 250 K
Missile = 1 K ~ 5 K
Missile device = 10 K ~ 250 K
Potion = 1 K ~ 150 K
Ring = 10 K - 250 K
Rod = 25 K ~ 500 K
Scroll = 5 K ~ 75 K
Shield = 5 K ~ 100 K
Staff = 15 K ~ 300 K
Sword = 5 K ~ 500 K
Wand = 5 K ~ 150 K
Water transport:
Boat, river, 4K Cn cost // 40K Cn capacity
Boat, sailing, 2K GP cost // 20-40 K Cn capacity
Canoe, 50 GP cost // 6K Cn capacity (300 Cn to carry a canoe)
Lifeboat, 1K GP cost // 15K Cn capacity
Raft, 1 Gp per sq ft cost // 100 Cn purchased per sq ft // 50 Cn made per sq ft
Galley, Large, 30 K GP cost // 60K Cn capacity
Galley, Small, 10K GP cost // 40 K Cn capacity
Galley, War, 60 K GP cost // 80 K Cn capacity
Longship, 15 K GP cost // 30 K Cn capacity
Sailing ship, Large, 20K GP cost // 300 K Cn capacity
Sailing ship, Small, 5 K GP cost // 100 K Cn capacity
Troop transport, 40 K GP cost // 600 K Cn capacity