Weapons and Armor are extremely abstracted in Red Age games. Essentially, the most important factors are proficiency group, and material. The proficiency group of the weapon/armor determines the base damage or armor bonus of the item, and the material it is made of modifies this value positively or negatively. In the case of weaponry, the material either bumps the factor of the damage dice one way or the other. In the case of armor, the material gives a flat penalty or bonus to the armor bonus to a character's Defense stat.
Armor: Armor proficiencies are not used in Red Age. Instead, armor has certain ability or skill requirements for wearing it, as well as certain penalties in place while the armor is being worn. Armor does not improve a character's Defense score, unless it has been enchanted to do as much. Instead, it provides damage reduction against all physical attacks. Some armors protect, instead, against divine magics or psionics - a rare few are even reinforced against arcane magic.
Some examples of armor descriptions include, but are not limited to:
Weaponry: Weapon proficiencies are largely unchanged for Red Age, save that the category of the weapon (simple, martial, exotic) is now the determining factor of the damage a weapon deals. As such, unless it is granted by a racial or class feature, any exotic weapon feat is restricted to characters with a base attack bonus of +1 or better.
Proficiency Groups | Simple | Martial | Exotic |
Damage | 1d6 | 1d8 | 1d10 |
Armor DR | 2/- | 3/- | 4/- |
Materials | Weapon Modifier | Armor Modifier |
Bone | -1 die factor | +1 |
Ceramic | -1 die factor | -1 |
Chitin | No adjustment | +1 |
Hide | -1 die factor | -1 |
Iron | +1 die factor | +2 |
Obsidian | No adjustment | -1 |
Scale | -1 die factor | +0 |
Stone | No adjustment | +1 |
Wood | -1 die factor | +0 |