When attacking with a weapon, add your vim modifier, and, if applicable, your proficiency bonus to the roll. If you meet your target’s AC or exceed it, the attack is successful. If not, you whiff. When it comes to damage, roll the relevant die or dice, then add your vim modifier for your damage total. Weapons are all either simple or martial, and melee or ranged. Simple weapons are just that, things anyone could likely use, martial are those with a bit more complexity to them. Melee and ranged are distinctions of distance, with ranged weapons usually either shooting or being projectiles, and melee weapons focusing on hitting things. The three damage types of slashing, piercing, and bludgeoning only come into play in some cases, such as a beastie that’s resistant to blunt force trauma, and would thus take less bludgeoning damage. Now we discuss properties.
Loading
Loading weapons require them to be loaded before firing after a certain number of shots, listed in parentheses. This only becomes relevant if you can attack multiple times in one round, wherein you would be unable to do so with this particular weapon in excess of the number of shots listed.
Math
Weapons with the Math property can be employed by Mathemagicians in order to cast their equations and formulas.
Reach
While still a melee weapon, these can attack somewhat further than most, due to their design. Occasionally handy.
Thrown
This is a weapon that is thrown to be used, and must be picked up before throwing it again.
Two-Handed
Fairly self-explanatory. Takes both hands to use effectively.
Versatile
Weapons that are versatile are typically wielded one-handed, but can instead be wielded two-handed for more damage than they would otherwise deal, marked in the parentheses.
Axe
Bow
Boxing Gloves
Cable
Cane
Crossbow
Dart
Fist
Hammer
Hatchet
Mace
Morning Star
Revolver
Scythe
Shotgun
Sickle
Staff
Trident
Wand
Warhammer
Return to Equipment?
Or to Corn (Maize)?