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:
- Anti-Hammerspace: The system should give players some idea of where their loot is stored, so that there may emerge some consequence due to that loot container being threatened by trap, monster or other.
- Packless Option: There's a good funnel dungeon written by Arnold K. of GLOG fame, the Lair Of The Lamb. In it, players wake up as miserable wretches who don't have the luxury of a backpack. For some reason, I want to be able to support this type of thing, so a system where a capacity of 10 slots is presumed doesn't quite work.
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:
- Do they have a backpack (Yes/No)
- What kind of armor do they wear (None/Light/Heavy)
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:
- Explorer's Pack: 2 slots of cozy bedroll are tied to this Pack.
- Mage's Pack: 2 slots for secure spellbook or scroll placement.
- Herbalist's Pack: 2 slots for herbs and medicine.
- Thief's Pack: 2 slots that can be filled with an Unmarked Package.
- Dungeoneer's Pack: 2 slots of rope with a grappling hook tied to it.
Pros of Encumbrance by Packs
- There is now a "silver" encumbrance measure, if you think of a slot as the "copper". This means a mule doesn't need to carry sixty freaking slots (conversion of mule and cart to slots here), but just six Packs instead. It's much easier to imagine it trotting along with 3 pairs of sacks tied to its sides. (If one wanted a "gold" for the "silver" Pack, I suggest a cartload - 10 Packs.)
- Significant decision point for equipping/unequipping a pack helps remember when you should update your movement speed. The math for the Hefty Threshold is a little wackier, perhaps harder to notice crossing the threshold during a dungeon crawl too, but should be able to just be written down to and marked on the character sheet, and never has to change since all Packs are capacity 10.
Cons of Encumbrance by Packs
- No funky "injury as encumbrance" or "exhaustion as encumbrance" or any other "not-exactly-physical malady as encumbrance". This is due to the fact that if the Wizard gets tired out and hands off his pack to the Fighter, the Fighter's exhaustion status is unaffected by the Wizard's.
- Maybe a little weird. Should be easy enough to explain, though.
I'm kinda proud of this little subsystem and excited to try it out. I think it has potential.