Overview

Encumbrance. Encumbrance is calculated in terms of load. Every point of load represents approximately 5 lbs, but because encumbrance is partly based on how weight is distributed over the body this is not a hard unit of measurement. Weapons, armor, and major items have a load score. Items without a load score are considered too lightweight or unobtrusive to impact a character's mobility seriously. A character's maximum load is equal to their strength score. Carrying load beyond a character’s strength score causes encumbrance, cutting foot speed in half and imposing disadvantage on might and agility-based ability checks (including initiative, attack rolls, and reflex saves).

Durability. All mundane weapons, armor, and tools have a durability score. If a weapon or tool rolls a natural 1 on an attack roll or skill check, it loses 1 durability point. When an item reaches 0 durability, it breaks. Magical weapons and armor self-repair when damaged unless sundered by extraordinary means beyond simple combat damage, so they do not suffer this effect.

Vehicles. A good vehicle provides increased cargo capacity, faster overland travel speed, and the ability to rest in shifts while moving. This is particularly important when transporting vulnerable or incapacitated people. If the vehicle is pulled by draft animals they will need to eat and sleep at some point, but magical animals (like the one conjured by the first level arcane spell steed) do not have this limitation. Some vehicles also offer partial or full cover to passengers

Arms. Weapons are divided into two categories: simple (tier 1) and martial (tier 2). Simple weapons can be used by any class and require minimal training. Martial weapons require specialized military training to use and are more dangerous. 

Armor & Shields. Armor is divided into three categories; light (tier 1), medium (tier 2), and heavy (tier 3). Light armor can be used by any class, requiring no training. Medium armor requires military training and provides a small soak value. Heavy armor is used exclusively by fighters, paladins, and members of other classes with certain very specific magical boons. Wearers of heavy armor enjoy a higher soak value, cannot add their agility modifier to defense, and suffer stealth disadvantage. 

Range. Missile weapons have two range values. The first (smaller) number reflects short range, and the second (larger) number reflects the maximum range. Attack rolls against targets beyond close range suffer disadvantage. 

Weapon Qualities. Different weapons have different qualities, making some better suited to certain fighting styles or combat stats. If a weapon has multiple damage types (slashing, piercing, crushing) the wielder can choose which ones to use when attacking. Most martial weapons have at least two damage types.