Three Yard Stick

Encumbrance by Pack

Why Packs

I've been reading a bunch of stuff about encumbrance lately. I wasn't quite happy with the typical slot encumbrance that has become so popular from Knave and a few other systems. So, I wanted a system that can fulfill two main conditions:

The main thing that inspired my solution to the two problems is Marcia B's SADFAG Encumbrance section.

The above post describes a system in which a character's movement rate depends on:

So, I decided to develop this into a more complete system. Thus:

Packs

For this explanation, presume the standard D&D 6 stat and bonus array, and a slot occupancy baseline of half/one/two slots for light/medium/heavy weapons.

A character's movement rate depends on their armor status and the weight of their Pack. The base movement speed is 10 yards a round, decreasing in increments of 2 yards a round to a minimum of 2 yards a round.

None (or Light)/ Medium / Heavy armor decreases movement by 0 / 1 / 2 increments respectively.

None / Light / Hefty pack load decreases movement by 0 / 1 / 2 increments respectively.

See table below:

Armor No Pack Pack Light Pack Hefty
None/Light 10yd 8yd 6yd
Medium 8yd 6yd 4yd
Heavy 6yd 4yd 2yd

All Packs have a capacity of 10 slots. A Pack counts as Light until it holds occupied slots equal to its Hefty threshold: By default the threshold is half the max (5) plus the wearer's STR modifier.

A character also has a capacity of Innate Slots equal to 2 (their hands) plus their DEX modifier, if it is positive.

Swapping items between the hands and other Innate slots takes no action. Swapping items between an equipped Pack and the hands takes a combat action.

A humanoid character is treated as a Pack. A character may also drop their Pack or equip one as a combat action.

Pockets

Some Packs are special, and have a Pocket. A Pocket is a special container of 2 slots that have a short rule for what sort of items can be placed into it, but in exchange they do not count as occupied slots for the Hefty Threshold condition. A skilled craftsman could probably modify or attach a different Pocket to a Pack, but never more than 1 Pocket per Pack.

Examples of Pocketed Packs and the sort of items that they can carry:

Pros of Encumbrance by Packs

Cons of Encumbrance by Packs

I'm kinda proud of this little subsystem and excited to try it out. I think it has potential.