Encumbrance Time

Encumbrance!?

Alright I know what you’re thinking – what the hell do I want with encumbrance rules??

They’re just so tedious and time consuming – why should I sit around adding up pounds of gear to determine if my PC is over their weight limit – just hand wave that sh*t!

And I agree!

Coz that’s exactly what I’ve done for the last thirty years or so, and common sense for the most part works perfectly well. I’m not a fan of weight limits, ala 3e, and probably earlier (I haven’t checked, but I feel like 2e at least took a similar approach – we handwaved that too).

BUT…

Things have come a long way in the encumbrance game since then. And with the right set of rules encumbrance can be a lot of fun.

Slot Based

Yes I hear you laughing into your monitor but it’s true! Slot based encumbrance is a whole different ball game. It’s simple and easily understood, quick to apply, and most importantly improves gameplay by requiring players to make hard choices about what gear they really want available to their PC.

So, unlike Low Fantasy Gaming, where we cheerfully handwaved encumbrance, Tales of Argosa is going with a slot based model 😀

So you’ll see from the right hand column (clearer PDF download here) that we’ve implemented a simple Strength score = item slots system. There’s a minimum of 10 slots, partly because it was too punishing to go much below this, and a floor of 10 feels fairly realistic (while also allowing for a good number of choices).

Importantly, we’ve split the slots evenly into Battle Gear and Pack Gear. The primary mechanic is you can only use your Battle Gear in combat, unless the GM decides otherwise. So for most PCs that’s 5-8 item slots available while fighting. Worn clothes and armour are exempt, and all PCs are assumed to be carrying a pack, pouches, etc to enable their full slot capacity (empty bags don’t take up slots).

For example, if you have Str 12, you get six item slots of Battle Gear – which might sound like a lot, but they fill up fast! Sword, shield, bow, quiver, dagger – you’re already at 5 (bow and quiver/arrows are a special two slot combo, explained elsewhere in the Ranged Weapons section). For your 6th slot do you take a fire pot, healing potion, anti toxin, holy water, or another dagger? And who’s holding the light, anyway?

Similarly, what’s going into your six Pack Gear slots? Bedroll, 60 ft rope, 3 torches, and a week’s worth of rations is already 4 slots… Co-ordinate with your allies and choose carefully! Yeppers – those limited slots disappear quick – and of course that’s the whole point 🙂 Limited slots = meaningful choices, which is where the fun lies.

Plus there’s some incidental bonuses to this Encumbrance approach. Fighters and other high strength PCs have more options mid battle, which seems fitting. Hirelings are more attractive. And it’s easy for the GM to randomise lost, stolen, or damaged gear. You lost something from your pack during a chase? Roll a die and apply it to your Pack Gear slots. Hellblast damages one of your exposed items? Roll against your Battle Gear slots, and so on.

Over Encumbered

Naturally there’s also the option to be Over Encumbered when you just have to haul all that phat loot out of the dungeon! (or perhaps unconscious comrades).

Being Over Encumbered has serious drawbacks however: you cant charge or attempt Rescues, and you suffer disadvantage on Athletics, Acrobatics, Party Retreats, and Chases. If you need to leg it to escape a dangerous foe – best not be weighed down with gear!

Gear Pages

Speaking of gear, we’ll finish up this post with our equipment list: Common, Uncommon and Rare. You’ll note we’ve switched to a silver (sp) standard, and introduced some additional non magical items to compete for those item slots, including for example Poppy Milk, Trollblood Ointment, Smelling Salts, and Yellow Lotus Powder. Acid and Fire Pots also got a damage boost (PDF file download here).

Note the above is a WIP (including art), and will no doubt be tweaked in the months ahead. But I hope this gives you a good idea of where we’re headed with Encumbrance and Equipment. As always, if you have any feedback or suggestions – we’re all ears! Do give us a shout on the blog, Discord, or Reddit – we’re very keen to know what you think!

Otherwise that’s it for now folks, have a fantabulous weekend 😀


4 thoughts on “Encumbrance Time

  1. Hi there, you might remember me.. I tried to merge your LFG with the Primeval Thule setting… since then I found myself also tinkering with encumberance and – surprise! surprise! – ended up with a slot-based system too.

    But I also tried to give the attributes some more meaning (Lofp) and did the following:

    CON score = # slots carried unencumbered
    1/2 STR score ´= # slots that can by carried on top of this encumbered
    1/2 PER (WIS in OSE) score = # slots that are considered readied (can be used without expending an action)
    1/2 DEX score + race modifier = movement rate (small = +3, medium +6, large +9)
    1/2 CHR score = # permanent magic items with passive abilities one can attune to
    1/2 WILL score = # permanent magic items with activatable abilities one can attune to
    (in OSE I do not differentiate between magic items that are purely passive and those that can be acivated)
    1/2 INT score = # max. add. languages possible

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