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Currency Exchange Rates

There are five types of coins: the copper piece (cp), silver piece (sp), electrum piece (ep), gold piece (gp), and platinum piece (pp). Most people will be familiar with these coins and their relative values, except for platinum which many people will not accept at face value. Platinum is extremely rare and difficult to mine and mint, and only the dwarves have ever used it as an actual standardized currency. Characters will typically need to trade these in with a money changer, or else settle for selling them by weight at a slightly reduced value. Gold coins are not commonly used except by merchants, nobles, and other wealthy individuals, although most actual exchanges of large amounts of wealth take place in the form of trade goods such as gems or livestock. The electrum piece is the most common unit of measurement for anything of moderate value, with lesser exchanges using copper and silver. Standard exchange rates of these coins are listed to the right.

For simplicity, all varieties of coins are about the same size as modern ones. Copper, silver, and electrum coins are slightly smaller than a nickel and weigh in at approximately 100 to a pound, while gold and platinum coins are roughly the size of a penny and weigh in at about 50 to a pound. A one-foot cube, loosely piled, will contain roughly 20,000 coins, while an optimally packed container of the same size will hold roughly 40,000.


Weight Allowance by Strength
Strength Unencumbered Light Medium Heavy Overloaded
-5 2571020
-4 612182550
-3 1020304080
-2 15304560120
-1 20406080160
0 255075100200
1 3775112150300
2 56112168225450
3 81162243325650
4 112225337450900
5 1503004506001200
6 2004006008001600
7 27555082511002200
8 375750112515003000
9 5001000150020004000
10 6871375206227505500

You are only able to carry a certain amount of weight at a time. The more you carry, the more quickly you tire, the slower you move, and the harder it is to fight effectively. Your weight allowance is based off of your Strength score. To determine how much you can lift and carry, refer to the table to the right. The table lists the maximum weight in pounds that you can carry at each encumbrance level. Creatures with four or more legs can carry 50% more weight than listed in the table. Normal light clothing worn doesn't count towards encumbrance.

You may carry up to your maximum unencumbered load with no penalties. If carrying a light or heavier load, you begin to take penalties as given in the table below. The Max Stamina column indicates your maximum stamina relative to your unencumbered maximum, with the resulting value rounded down. The penalty column applies to all Strength- or Dexterity-based skill checks (including attack and defense rolls), to your base Defense, and to your Speed, reducing it to a minimum of -5. It also applies to your Athletics for the purpose of determining your movement rate. In addition to these penalties, if you are overloaded, you cannot take any action requiring an attack roll and you cannot move more than 1 foot per count regardless of your Speed.

If you carry a heavy load for only a short period, it does not affect your stamina. For each full minute you are carrying a load that would reduce your maximum stamina below its current value, reduce your stamina by an amount equal to the encumbrance category's penalty (minimum of 1) until it is no longer above the allowed maximum value.

Encumbrance Penalties
LoadMax StaminaPenalty

Simple Encumbrance (Variant)

Most GMs do not enforce strict tracking of weight, especially when it comes to coinage. If your group decides that tracking encumbrance slows the game too much, you can use this simpler rule instead. Under this alternate method, you count only the weight of your armor and any item that by itself weighs more than your maximum unencumbered value, then add 20 pounds for your weapons, backpack, food, and other gear. This method is usually accurate enough, and assumes that characters carry a fairly extensive loadout of adventuring equipment and treasure, but not everything they could possibly want.


There are many weapons to choose from, each with its own advantages and disadvantages. Your weapon affects how quickly you can attack, how easy it is to hit your target and how much damage you deal when you hit, how close you must be in order to hit an enemy, how well defended you are, and sometimes what special abilities you are able to use.

Weapons are divided into several groups based on similarities in fighting style and construction, such as axes or bows. Certain abilities require weapons from a specific group in order to use while others allow you to select a group that your ability applies to.

If you are not wielding any weapon, you count as unarmed, listed under gauntlets and claws. Unarmed attacks do not count as a weapon for the purpose of any spells, abilities, or effects that require a weapon or an armed character. You may make an unarmed attack even if both hands are unavailable, provided that you have at least one appendage free to attack.

Weapon Statistics


Some weapons are inherently more difficult or easier to learn or use effectively. Add the weapon's accuracy to all attack rolls with the weapon.


Add the weapon's defense value to your defense against all melee attacks. Your total defense bonus from all weapons cannot be greater than 1 + half your melee skill. Gauntlets only grant a defense bonus when the hand is otherwise empty.


Maximum Weapon Bulk
2×Str + Size Light One-handed Two-handed Heavy

A weapon's bulk determines the speed class of attacks made with the weapon and whether it requires one or two hands. Add double your Strength and your Size and consult the table to the right to determine the highest bulk weapon you can wield in each category. If the weapon's bulk is greater than that shown for your heavy category, then you cannot effectively wield the weapon.

Weapon Speed Classes
Bulk Category Weapon Held In
Two Hands Primary Hand Off Hand
Light B+ B+ B
One-handed B+ B C+*
Two-handed B C+*
Heavy C+*
*Weapon has a -2 penalty to Accuracy

A light weapon in your primary hand or a one-handed weapon held in both hands has a speed class of B+. A light weapon in your off hand, a one-handed weapon in your primary hand, or a two-handed weapon has a speed class of B. A one-handed weapon in your off hand or a heavy weapon has a speed class of C+ and has an additional -2 penalty to its accuracy.


Weapons cause different amounts of damage, which can be classified as bludgeoning, piercing, or slashing. This damage is applied to all standard weapon attacks. In most cases, the damage type has no effect, but certain targets may be strong or weak against certain types of damage. If the weapon lists multiple damage types, you may choose which one to use.

In some cases, it may be possible to cause a different type of damage than that listed here, such as by attacking with the flat of a blade or using a bow as a club. If you choose to do so, you must make the attack roll with a -2 penalty and you deal only half the normal damage. Exactly when this is possible is up to GM discretion.


A weapon's reach is listed in yards. In order to use the weapon effectively in melee, the target must be in reach. The first number is the optimal reach, while the numbers in parenthesis indicate the minimum and maximum reach. Certain abilities and effects apply only when at the optimal reach. If you attack a target that is not at the weapon's optimal reach, you take a -1 penalty to your attack roll for each yard difference. Round distances to the nearest yard for purposes of determining if a target is within reach.

Durability (Optional Rule)

Weapons wear out over time and must be maintained and repaired frequently in order to continue to function well. Whenever you make an attack roll with a weapon and either die lands on a result of 1, you reduce the durability of your weapon by 1 point. This represents gradual dulling, minor chips, bowstrings wearing out, and so on. When the durability is reduced below half of its normal maximum, the effective weapon quality is reduced by one step until it is repaired, except that it retains its normal maximum durability. If the durability reaches 0, the weapon breaks and cannot be used effectively. Magical weapons that break lose their special abilities but still detect as magical and function normally once repaired.

Most weapons can be repaired by weaponsmiths at a cost of 1% of the weapon's base price per point of durability. Once a weapon has completely broken, you can repair it for 75% of the cost of a new weapon provided that it does not have the irreparable property. Repairs can generally be completed with a few hours of work, except in the case of broken weapons, which take half the time it would take to craft the weapon from scratch.


Many weapons have special properties which have additional rules to explain how the weapon functions.


This weapon applies its defense bonus to ranged attacks as well as melee attacks and does not count towards the limit when determining your maximum defense bonus from weapons. It has a modifier to its defense rating equal to two thirds of your melee skill if it is light, or one third of your melee skill if it is one-handed. These modifiers cannot reduce the defense value below 0.


If this weapon breaks, it has no value and cannot be repaired.


You do not add your Strength to the weapon's damage.


Missile weapons require ammunition to be available and two hands to load the ammunition. Once loaded, only one hand is required to use the weapon unless it also has the two-handed property. Loading can be performed as part of the attack's execution time. Missile weapons that list a reach can be used in melee, but deal only their bashing damage. Bashing damage cannot be dealt at range unless there is no other damage type listed.


This weapon does not threaten enemies within its reach.


This weapon cannot be used two-handed.


A ranged weapon can be used to make ranged attacks. You suffer no penalty to attack up to a maximum range in yards equal to the first number, a -1 to attack up to double this range, a -2 to attack up to triple this range, and so on. The maximum range is given by the second number. Additionally, you suffer a -2 penalty to your attack roll for each enemy threatening you.


This weapon comes in multiple sizes and is only usable if its size is equal to yours.


This weapon must be used two-handed.

Weapon List

The table below gives the names, statistics, costs, and other properties of the available weapons, organized by weapon group.

Weapon List
Weapon Accuracy Defense Bulk Damage Reach Cost Weight Durability Properties
Battleaxe 0 1 4 2d8 chopping, 2d6 slicing, 1d8 bashing 1 (0-2) 2 gp 3 40
Greataxe 0 1 11 2d12 chopping, 2d10 slicing, 1d12 bashing 2 (1-2) 3 gp 6 50
Throwing axe -2 1 3 1d12 chopping, 1d10 slicing, 1d4 bashing 1 (0-1) 8 ep 2 25 One-handed, ranged (5/20)
Greatbow -1 0 15 2d10 piercing, 1d10 bashing 1 (0-2) 5 gp 5 50 Irreparable, missile, non-threatening, ranged (15/350), two-handed
Longbow -1 0 10 2d8 piercing, 1d8 bashing 1 (0-2) 8 ep 3 40 Irreparable, missile, non-threatening, ranged (12/240), two-handed
Shortbow -1 0 7 2d6 piercing, 1d6 bashing 1 (0-1) 6 ep 2 40 Irreparable, missile, non-threatening, ranged (10/150), two-handed
Chains and Ropes
Kusari-gama -2 2 5 1d10 piercing, 1d8 slicing, 1d6 bashing 2 (0-3) 4 ep 4 30 Two-handed
Whip -3 0 4 1d10 slicing 3 (2-3) 1 ep 2 40 Irreparable, one-handed
Hand crossbow 0 0 3 1d8 piercing, 1d4 bashing 1 (0-1) 20 gp 30 Mechanical, missile, non-threatening, ranged (5/50)
Heavy crossbow 0 0 12 2d8 piercing, 1d10 bashing 1 (0-1) 10 gp 6 45 Mechanical, missile, non-threatening, ranged (12/180)
Light crossbow 0 0 8 2d6 piercing, 1d8 bashing 1 (0-1) 7 gp 3 40 Mechanical, missile, non-threatening, ranged (10/150)
Dagger 3 1 2 1d4 bashing or piercing or slicing 1 (0-1) 2 ep 1 40 Ranged (3/15)
Main gauche 1 3 3 1d6 piercing or slicing, 1d4 bashing 1 (0-1) 8 ep 2 40 One-handed
Gauntlets and Claws
Gauntlet 0 1 1 1d4 bashing 1 (0-1) 2 ep ½ 40 Non-threatening, one-handed, sized
Spiked gauntlet -1 1 2 1d8 piercing, 1d4 bashing 1 (0-1) 1 gp 1 40 One-handed, sized
Tiger claws 0 1 1 1d4 bashing or slicing 1 (0-1) 4 sp ½ 25 One-handed, sized
Unarmed attack 0 0 1 1d4 bashing 1 (0-1) 0 Non-threatening
Hammers, Flails, and Picks
Flail -1 1 5 2d6 bashing 2 (1-2) 8 ep 40
Light hammer 1 1 2 2d4 bashing, 1d6 piercing 1 (0-1) 2 ep 2 30
Maul 0 1 13 3d8 bashing 2 (1-2) 4 ep 7 45
Nunchaku 0 2 4 1d8 bashing 1 (0-2) 4 ep 2 40
War pick 2 1 4 2d4 piercing, 1d6 bashing 1 (0-2) 1 gp 1 40
Warhammer 1 1 4 2d6 bashing, 1d8 piercing 1 (0-2) 12 ep 4 40
Heavy Swords
Bastard sword 1 1 7 2d6 slicing, 1d10 chopping or piercing, 1d6 bashing 1 (0-2) 3 gp 40
Greatsword 0 2 10 2d8 slicing, 1d12 chopping or piercing, 1d8 bashing 2 (1-3) 10 gp 50
Longsword 1 2 8 2d6 slicing, 1d10 chopping or piercing, 1d6 bashing 2 (0-2) 3 gp 40
Rapier 2 1 6 1d12 piercing, 1d8 slicing, 1d6 bashing 2 (1-2) 5 gp 40 One-handed
Hurled Weapons
Javelin 0 1 4 1d8 piercing, 1d6 bashing or slicing 2 (0-2) 1 ep 2 25 One-handed, ranged (8/80)
Sling -3 0 2 2d6 bashing 10 cp ¼ 40 Irreparable, missile, non-threatening, ranged (15/450)
Staff sling -3 1 9 2d8 bashing 1 (0-1) 1 sp 2 40 Missile, non-threatening, ranged (20/600)
Light Swords
Arming sword 1 1 4 1d12 slicing, 1d10 piercing, 1d8 chopping, 1d6 bashing 2 (0-2) 3 gp 2 40
Short sword 1 1 3 1d10 piercing or slicing, 1d6 chopping, 1d4 bashing 1 (0-2) 2 gp 40
Smallsword 2 1 3 1d8 piercing, 1d4 bashing 1 (0-2) 3 gp 1 40 One-handed
Maces and Clubs
Club 0 1 5 1d12 bashing 1 (0-2) 3 sp 3 20 Irreparable
Greatclub 0 1 14 2d12 bashing 2 (1-3) 8 ep 16 30 Irreparable
Heavy club 0 1 9 2d8 bashing 2 (0-3) 3 ep 6 30 Irreparable
Heavy mace 0 1 7 2d8 bashing 2 (0-2) 12 ep 40
Light club 0 1 3 1d8 bashing 1 (0-1) 25 cp 1 15 Irreparable
Light mace 0 1 4 2d4 bashing 1 (0-1) 1 gp 2 30
Morningstar 0 1 5 2d8 piercing, 1d6 bashing 2 (0-2) 8 ep 40
Halberd 0 1 12 2d8 chopping, 1d10 piercing, 1d8 bashing or slicing 3 (2-4) 4 gp 8 40
Pike 0 1 12 2d6 piercing, 1d10 slicing, 1d8 bashing 4 (3-5) 2 ep 8 35
Short spear 1 1 4 1d8 piercing, 1d6 slicing, 1d4 bashing 2 (1-2) 1 ep 35 Ranged (5/20)
Spear 1 1 6 1d10 piercing, 1d6 bashing or slicing 3 (1-3) 1 ep 4 40 Ranged (5/25)
Buckler 0 0 2 1d4 bashing 1 (0-1) 1 ep 2 30 Defensive, non-threatening, one-handed
Fortress shield 0 6 11 1d8 bashing 1 (0-2) 8 gp 24 55 Defensive, non-threatening
Large shield 0 2 5 1d6 bashing 1 (0-2) 12 ep 8 40 Defensive, non-threatening
Small shield 0 1 3 1d6 bashing 1 (0-1) 3 ep 5 35 Defensive, non-threatening, one-handed
Tower shield 0 4 7 1d6 bashing 1 (0-2) 3 gp 15 45 Defensive, non-threatening
Spinning Blades
Chakram -1 1 2 1d10 slicing 1 (0-1) 2 gp 30 One-handed, ranged (6/40)
Shuriken -1 0 1 1d6 piercing 1 (0-1) 2 sp ¼ 10 Non-threatening, one-handed, ranged (3/15)
Brandistock 1 2 6 1d8 bashing or piercing, 1d6 slicing 2 (0-2) 3 gp 4 40
Long staff 0 2 9 1d12 bashing 3 (1-4) 6 sp 6 40 Irreparable
Quarterstaff 0 2 6 1d10 bashing 2 (0-3) 1 sp 3 40 Irreparable
Small staff 0 2 4 1d6 bashing 2 (0-2) 40 cp 35 Irreparable

Weapon Quality

Some weapons are made of subpar materials, were worked by an unskilled craftsman, or are old and rusted. Alternatively, they could be crafted of special metals or woods or made by master artisans. Regardless of the reason, some weapons are better than others. When a weapon is of higher or lower quality than average, it gains special properties as listed below.


Shoddy quality weapons have a -2 penalty to accuracy and damage, a -1 penalty to speed class, and a -50% penalty to durability, and automatically break if the attack roll is a critical failure. These are generally only used when it is necessary to mass produce weapons for a town's defense. Buying a shoddy weapon generally costs about one-third the normal price. Shoddy weapons are very difficult to pass off as being of any higher quality. The craft TN is 6 lower than the base.


Poor quality weapons have a -1 penalty to accuracy and damage and a -25% penalty to durability. Many merchants will try to pass off poor weapons as being average quality, but a discerning eye can tell the difference (TN 15 Perception check, potentially applying a related crafting skill). If known to be poor quality, these weapons generally sell for about three-fourths of the normal price. The craft TN is 3 lower than the base.


Average weapons are just that. They sell for standard price or higher, and have no special modifiers.


A fine weapon gains a +1 bonus to damage and a +10% bonus to durability. Fine weapons cost 4 times the base cost of the weapon and have a Craft TN 3 higher than the base.


Superior weapons gain a +1 bonus to accuracy and damage and a +25% bonus to durability. Superior weapons are generally only available on special request, and cost 12 times the base cost. They have a Craft TN 6 higher than the base.


Masterwork weapons gain a +1 bonus to accuracy and damage, a +50% bonus to durability, and a +1 bonus to speed class. Masterwork weapons must be specially requested and cost 25 times the base cost. They have a Craft TN 10 higher than the base.


There is a wide variety of armor available to choose from. In reality, these armors come from many different time periods and cultures, but they are condensed here into a single list. In most cases, the best armor is the strongest you can afford and carry without weighing you down; however, some armors are stiff enough to hamper movement regardless of their weights. The pros and cons of each armor type will have to be weighed to make the best choice for your situation.

Each armor has a series of threshold ratings corresponding to wound levels. You add your armor's thresholds to your corresponding wound thresholds against standard attacks. Certain special attacks (specified in their descriptions) ignore armor.

Durability (Optional Rule)

Armors have a durability rating. The first time you are hit by an attack during an encounter, regardless of whether or not you are wounded, and any time you take a critical hit, reduce the durability of your armor by 1. If the durability reaches 0, it is destroyed, granting only half the normal threshold bonuses and increasing your effective encumbrance by one level until it is removed due to the armor hanging awkwardly on your body.

Most armors can be repaired by armorers. Each point of durability restored costs the amount listed in its durability entry. Repairs can generally be completed at the rate of 1 point per day.


There are a few common armor properties that affect how it is used.


You have a -1 penalty to both your Dexterity and Speed and cannot benefit from a long rest while wearing this armor.


This armor must be worn over a gambeson, which is not included in the armor's cost or weight. If you sleep in this armor, you gain 1 fatigue, and a long rest does not reduce your fatigue. If the armor is destroyed, you still gain the benefits of wearing a gambeson if those thresholds are higher than the destroyed armor's.


You have a -1 penalty to your Dexterity and cannot benefit from a long rest while wearing this armor.

Armor List
Armor Thresholds Cost and Weight by Size Durability Properties
Light Moderate Severe Critical Fatal -4 -3 -2 -1 0 1 2 3 4
Leather Coat 1 1 1 2 2 13 sp
2½ lbs
14 sp
2¾ lbs
16 sp
3¼ lbs
18 sp
3½ lbs
20 sp
4 lbs
22 sp
4½ lbs
25 sp
5 lbs
28 sp
5½ lbs
31 sp
6¼ lbs
(5 sp)
Gambeson 2 3 3 4 4 16 ep
3¾ lbs
18 ep
4¼ lbs
20 ep
4¾ lbs
22 ep
5¼ lbs
25 ep
6 lbs
28 ep
6¾ lbs
31 ep
7½ lbs
35 ep
8½ lbs
39 ep
9½ lbs
(3 ep)
Brigandine 3 3 4 4 5 13 gp
12 lbs
14 gp
13 lbs
16 gp
14 lbs
18 gp
16 lbs
20 gp
18 lbs
22 gp
20 lbs
25 gp
23 lbs
28 gp
25 lbs
31 gp
28 lbs
(2 gp)
Mail 3 4 4 5 5 38 gp
16 lbs
43 gp
18 lbs
48 gp
20 lbs
54 gp
22 lbs
60 gp
25 lbs
67 gp
28 lbs
75 gp
31 lbs
84 gp
35 lbs
94 gp
39 lbs
(6 gp)
Scale 4 4 5 5 5 16 gp
19 lbs
18 gp
21 lbs
20 gp
24 lbs
22 gp
27 lbs
25 gp
30 lbs
28 gp
34 lbs
31 gp
38 lbs
35 gp
42 lbs
39 gp
47 lbs
(2 gp)
Layered, stiff
Lamellar 3 4 5 6 6 22 gp
16 lbs
25 gp
18 lbs
28 gp
20 lbs
31 gp
22 lbs
35 gp
25 lbs
39 gp
28 lbs
44 gp
31 lbs
49 gp
35 lbs
55 gp
39 lbs
(4 gp)
Layered, stiff
Half plate 4 5 7 7 8 96 gp
22 lbs
107 gp
25 lbs
120 gp
28 lbs
134 gp
31 lbs
150 gp
35 lbs
168 gp
39 lbs
188 gp
44 lbs
210 gp
49 lbs
234 gp
55 lbs
(10 gp)
Layered, stiff
Field plate 6 7 8 8 9 256 gp
26 lbs
286 gp
29 lbs
320 gp
32 lbs
358 gp
36 lbs
400 gp
40 lbs
447 gp
45 lbs
500 gp
50 lbs
559 gp
56 lbs
625 gp
63 lbs
(20 gp)
Cumbersome, layered
Full plate 7 8 9 9 10 960 gp
29 lbs
1073 gp
32 lbs
1200 gp
36 lbs
1342 gp
40 lbs
1500 gp
45 lbs
1677 gp
50 lbs
1875 gp
56 lbs
2096 gp
63 lbs
2344 gp
70 lbs
(40 gp)
Cumbersome, layered

Armor Descriptions

The basic types of armor are described below.

Leather Coat

Little more than thick clothing, a leather coat offers very little protection, but is still better than nothing. Any heavy clothing, such as a winter jacket or especially thick cloak, could also offer this level of protection.


Typically the first suit of armor a would-be soldier purchases, a gambeson is a heavy coat comprised of dozens of layers of linen overlapping and sewn together. It provides a substantial amount of protection at relatively little cost, and other than being a bit warm is not too uncomfortable to wear. Most heavier suits of armor must be worn over a gambeson in order to offer their full protection and to not cause terrible chafing.


For those who want to be protected at all times and still remain fashionable, brigandine is comprised of dozens of small metal plates riveted between two layers of leather or cloth. Some even use silk as the visible layer. The plates generally do not overlap, and are small enough that they do not significantly hamper movement.


Scale armor consists of small pieces of metal sewn to a backing of leather or cloth. The metal pieces overlap in a way that imitates fish scales, providing decent somewhat-flexible protection all over. Individual scales can easily be knocked off in the course of a battle, so scale armor needs regular repairs to remain functional.


Lamellar is comprised of rectangular pieces of metal or thick hide sewn together at the edges. Often, but not always, the pieces overlap slightly. Unlike scale, these pieces are not sewn onto a backing material. The cords holding the edges together are an obvious weakness and must be frequently repaired.


Mail is generally the standard level of armor that any career soldier aspires to purchase and wear. It is made of thousands of tiny metal rings interlinked and riveted closed. Highly flexible and relatively light for its level of protection, mail is extremely popular. On its own, it is weak against heavy impacts, but the gambeson underneath makes up for this weakness and reinforces it all around.

Half Plate

Essentially an incomplete set of field plate, half plate is armor for the torso, head, and arms, leaving the legs relatively unprotected. It is made of large, solid pieces of metal that are articulated at the joints to allow movement. Mail is used to cover the less protected areas. Gauntlets are included.

Field Plate

Field plate is a knight's armor. The entire body is covered in solid metal plates, except for a few potential weak points on joints where mail is still used to fill the gap. Each piece of armor must be custom-fitted to its wearer, a process that requires at least one fitting a week for a month while the armor is being made. It is possible to modify plate armor to fit a new owner, but the same time restrictions apply, and it can cost as much as half the cost of the armor itself, depending on how extensive the modifications must be. Gauntlets are included.

Full Plate

Full plate is the most protective armor available, and is usually reserved for the richest of noble knights. As with field plate, each piece is precisely fitted to its wearer, but full plate takes even longer to create and fit: at least one fitting every other week for three months of work. Full plate needs no mail in its joints, instead using fully covered and articulated joints, keeping all areas protected at all times. Gauntlets are included.

Armors vs Damage Types (Optional Rule)

Armors vs Damage Types
ArmorThreshold Modifiers
Leather Coat-1 chopping, -1 piercing
Gambeson+1 slicing
Brigandine-1 piercing, +1 slicing
Mail-2 bashing, -1 piercing, +2 slicing
Scale-1 bashing, -1 piercing, +2 slicing
Lamellar-1 piercing, +2 slicing
Half plate-1 piercing, +1 chopping, +3 slicing
Field plate-1 piercing, +2 chopping, +4 slicing
Full plate-1 piercing, +2 chopping, +5 slicing

In reality, different forms of armor are stronger or weaker against certain types of attacks compared to others. Using this optional rule, increase or decrease your armor's threshold bonuses by the amount listed in the table to the right if the incoming damage type matches the listed type.