Simple Encumbrance for OSR

I'm working on a set of simple encumbrance rules that can work with relative ease with any version of TSR D&D or D&D retro clone. The following system owes a great deal to a bunch of "slot-based" encumbrance systems that other designers have created. It's based primarily on Ben Milton's Knave and an idea I took from Kevin Crawford's Worlds Without Number. The version presented below was written specifically for Swords & Wizardry Complete Revised. If you're adapting it for a different version of D&D, you might get slightly different results depending on how your rules handle "to-hit bonuses" for Strength.

Item-Based Encumbrance

An adventurer can only carry a limited amount of equipment, weapons, and treasure before becoming weighted down. Rather than track the actual weight of the various pieces of gear a character is carrying, this system counts the total number of items and uses that to measure encumbrance.

For rules purposes, an item is an abstraction representing an object that could be easily carried in one hand, generally no longer than a common sword and no heavier than about 5-10 pounds. Heavier objects, two-handed weapons, or very bulky or awkward objects count as two items.

Small objects that are generally sold as a bundle (arrows, caltrops, torches, etc.) count as one item per bundle. Very small objects don’t count toward encumbrance except in extraordinary quantities. The clothing and jewelry a character is wearing doesn’t usually count toward encumbrance, but worn armor does.

Treasure also counts toward encumbrance. Treat every 1,000 coins or gems as 1 item (round down, so any bundle of fewer than 1,000 coins doesn’t count).

Maximum Items Carried

A character can carry 5 + “to-hit modifier” ready items and 10 + “to-hit modifier” stowed items.

Ready Items

Ready items represent equipment commonly carried in a character’s hands, on their belts, and in other easily accessible locations. These include armor worn, sheathed weapons, etc. A character can usually access a readied item without taking any extra time during a combat round. Each character can carry up to 5 readied items, plus or minus the “to-hit modifier” determined by their Strength.

Stowed Items

Stowed items are any items tucked away in backpacks, bundled and stored in sacks, and otherwise carried with an eye toward transportability over quick access. It takes at least one round to retrieve a stowed item (and could take longer at the GM’s discretion). A character can carry up to 10 stowed items, plus or minus their “to-hit modifier”. Although the system is somewhat abstract, the GM might require a player to declare where these items are stored: a backpack, a sack, etc.

Overburdened

A character who carries more than their maximum allotment of items becomes overburdened. An overburdened character suffers a -5 penalty to attack rolls, suffers a 2 point penalty to AC, and loses any Dexterity and shield bonus to AC. They generally cannot dodge traps and other hazards, automatically failing saving throws that require mobility.

GM Notes

Separating a character’s carried equipment into ready and stowed items gives the referee a number of options during play. A character who loses access to their backpack might also lose access to their stowed equipment. Getting blasted with a fireball might carry the possibility of damaging ready items. In a particularly chaotic combat, perhaps the player must roll under their Intelligence each round in order to retrieve a stowed item. 

Finally, remember that this system is intentionally abstract. Feel free to apply the effects of being overburdened to any character lugging a very heavy object (a large rock or an anvil for example), regardless of how many items he or she is carrying.

Analysis

The following breakdown illustrates how many items a character of a given Strength score can carry, both ready and stowed.





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