Hi!
Im doing a tactical dungeon crawler similar to darkest dungeons and battle brothers but also with influences from diablo, torchlight and the likes.
The player controls 3 heroes (early game) and up to 6 heroes in late game and visits dungeons, towns and travels on a map.
Right now the item management is composed of equipment (main hand, offhand and two ring-slots) potions, trade items and group resources (gold coins, food and medicine).
Equipment has bonuses such as +3 to strength or energy and weapons have damage ratings and shields has block chances. Pretty basic. I have no armour rating right now (heroes are considered being clad in armour belonging to their class, you dont handle armour).
Im now thinking to include armour (body and head slot). But maybe that will be too much items to juggle for a group management game? How to plan or evaluate this? Battle brothers had all those items, but it borders fiddly to deal with all that, move around when you get new recruits etc (although that game had 12 characters to manage!).
Example of a single hero:

What are your thoughts? It also feels slightly strange to manage and collect weapons but not armour. Should I then skip weapons as items as well? (that would be simplifying things to much i think)