Frostmarrow
First Post
I was thinking that maybe carrying capacity is, or should be, the most important currency in the game. Problem is, historically, carrying capacity has been too granular and fiddly and thus too often neglected, so that it has lost its value.
The main problem has been carrying capacity being derived from strength. A low strength wizard, according to the rules has barely been able to drag his walking stick behind him. Also, the ridiculous amounts of treasure, "a small moon of gold", found during standard quests has made certain that carrying capacity has been hand-waved.
In the old days of computer games, and maybe even today, carrying capacity has been symbolized by item slots. Why has this not been ported to D&D, I ask? Why bother with longsword weighing 15 whatevers and not simply have it occupy one slot?
I suggest all characters, humanoids, having a carrying capacity of 12 (slots). Then, in order to make it worthwhile to be strong, some items, still plugging up one slot, also requires a certain power of strength to carry effectively. This means a dagger and a bastard sword both occupy one slot but the bastard sword also requires Str13+ to carry (or it will occupy two slots). Great swords might call for two slots and Str15. Such a system, if balanced properly could not only speed up play but also account for wizards not carrying heavy steel shields (making weapon proficiency rules redundant.)
A system like this could fill a lot of use in the game. For instance, goods could be a lot more readily available and it could be a lot easier to manufacture great things because balancewise characters are still limited by what they are currently carrying. The bones of a troll could be ground down and packed into handgrenades (since if you do so, something else must be left behind).
Naturally Bags of Holding must be nerfed in some way. Perhaps they can only contain gold or maybe only one item per turn can be produced from them.
The main problem has been carrying capacity being derived from strength. A low strength wizard, according to the rules has barely been able to drag his walking stick behind him. Also, the ridiculous amounts of treasure, "a small moon of gold", found during standard quests has made certain that carrying capacity has been hand-waved.
In the old days of computer games, and maybe even today, carrying capacity has been symbolized by item slots. Why has this not been ported to D&D, I ask? Why bother with longsword weighing 15 whatevers and not simply have it occupy one slot?
I suggest all characters, humanoids, having a carrying capacity of 12 (slots). Then, in order to make it worthwhile to be strong, some items, still plugging up one slot, also requires a certain power of strength to carry effectively. This means a dagger and a bastard sword both occupy one slot but the bastard sword also requires Str13+ to carry (or it will occupy two slots). Great swords might call for two slots and Str15. Such a system, if balanced properly could not only speed up play but also account for wizards not carrying heavy steel shields (making weapon proficiency rules redundant.)
A system like this could fill a lot of use in the game. For instance, goods could be a lot more readily available and it could be a lot easier to manufacture great things because balancewise characters are still limited by what they are currently carrying. The bones of a troll could be ground down and packed into handgrenades (since if you do so, something else must be left behind).
Naturally Bags of Holding must be nerfed in some way. Perhaps they can only contain gold or maybe only one item per turn can be produced from them.