But that might be a little too costly. It will discourage too many situtations in which the player wants to grab an item but doesn't think it's worth it if it'll take an entire turn. This is especially true for characters who rely on spellbooks a lot. Because a spellbook uses both your action to cast from and is required to be held in both hands in order to use, then using 3 spellbooks in one battle would take at least 6 turns.
"So it takes up an item slot?""That's right, just one.""What would I use it for?""It can carry stuff! Put stuff in there.""Don't I already have item slots for putting my stuff in? What was I carrying all this other shit in if not a backpack??"
- Higher damage dice (a d10, d12, and d20 instead of the d4, d6, and d8 of normal ranged weapons. The musket's d20 is intentionally swingy, to reflect how dangerous-yet-unreliable they are)
- Damage armor quality on a hit
- Muskets have the longest range of any ranged weapon
- Expensive as fuck
- Must carry a powder horn in an item slot in addition to the weapon and its ammunition, making firearms overall more encumbering than any other weapons
- Pistols have the shortest range of any ranged weapon
"I can coat my weapon with venom? That's awesome! I should do that next session!""Huh, why haven't I ever bought a donkey before? I could have it carry so much shit.""Garlic? Wolfsbane? You know, it would be nice to be prepared if we ever entered Vampire country...""Hirelings? You mean I can just pay a guy to clean and carry my shit or hold the lantern? Shit, I'm gunna hire a whole staff of helpers.""A portrait costs between 100 and 1000 copper? I know what I'm spending my treasure on!"
From a "pure game design" standpoint, this is probably my favorite material I've added to the game. Starting with a simple idea and seeing how far you can take it, including every way in which it can be used and made into choices and tradeoffs... that's where you really get cooking. If I were playing a more narrativist or action-heavy game then I wouldn't want all this crap. I'd want items and shopping to be as simple and unobstructive as possible. Some games go so far as to fully abstract them, turning all items into deux ex machinas. But this is a game about equipment, so it's only right that it be given primacy of mechanical complexity and depth.
Leaning into the analogy of "equipment = class" in this game, think about just how much time is spent by players of modern D&D/Pathfinder reading through books and magazines and wikis and blogs and whatever else for character options. People just soak that stuff up and then spend hours and hours theorycrafting interesting builds. A 5E player will gladly purchase a book of new class options they'll never use just to read through and think about.
Well, why not do that with equipment? Spend your time reading through these lists and seeing how the economics works and start thinking about the possibilities. Start thinking about what stuff you'll save up for. Set some goals for yourself. It's almost half the fun!