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<blockquote data-quote="3catcircus" data-source="post: 5860745" data-attributes="member: 16077"><p>"It depends."</p><p></p><p>At 1st level, it probably isn't that big a deal since they don't have much to begin with, but I still enforce encumbrance rules.</p><p></p><p>As they gain power, I relax things a bit, if warranted. FREX, in the current campaign, the party owns a dirigible and one of the PCs can summon lantern archons, so I hand-wave stuff like trying to haul off treasure.</p><p></p><p>Where it becomes really important is the most-overlooked aspect. Combat. I've <em>never</em> seen a D&D player have his PC dump his backpack when combat commences even if his movement rate is decreased. Compare that to any RPG that links encumbrance to initiative and quantity of actions per combat round - especially, say, a modern military type of RPG, where smart players are going to ditch their packs at the first sign of trouble. </p><p></p><p>What GMs need to do, I think, isn't just enforce encumbrance, but ensure there are consequences. Everyone knows, real-world, how quickly you fatigue is partly a function of how much stuff you are carrying.</p><p></p><p>I'd suggest that for D&D, a comparison to real-world combat loads might be a good starting point. For example, an infantryman might wear LBV/LCE equipment (aka ALICE gear) and carry nothing but ammo, water, helmet/body armor, a compass and map, writing material, a 1st aid kit and his weapon. He might have a buttpack that gets ditched upon first contact and his rucksack would be left back at the firebase/garrison/etc. </p><p></p><p>This would equate to, say, a fighter wearing armor and carrying his primary weapon, as well as water and a single potion of cure light; or a wizard carrying his staff, spellbook, spell components and focuses pouch, a ready scroll or two, and maybe a single potion of cure light. </p><p></p><p>A little bit more weight might be carried in an "assault packout" - say - another 10-20 lbs worth of gear. This might be what gets worn while exploring the dungeon. </p><p></p><p>Then, the "everything but the kitchen sink" which would be carried when transiting from place to place (dungeon to town, town to town, etc.)</p><p></p><p>Of course, use of bags or holding, etc. would effectively allow you to carry more, but I would still levy fatigue and exhaustion on those who insist on carrying all their worldly possessions into combat.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 5860745, member: 16077"] "It depends." At 1st level, it probably isn't that big a deal since they don't have much to begin with, but I still enforce encumbrance rules. As they gain power, I relax things a bit, if warranted. FREX, in the current campaign, the party owns a dirigible and one of the PCs can summon lantern archons, so I hand-wave stuff like trying to haul off treasure. Where it becomes really important is the most-overlooked aspect. Combat. I've [I]never[/I] seen a D&D player have his PC dump his backpack when combat commences even if his movement rate is decreased. Compare that to any RPG that links encumbrance to initiative and quantity of actions per combat round - especially, say, a modern military type of RPG, where smart players are going to ditch their packs at the first sign of trouble. What GMs need to do, I think, isn't just enforce encumbrance, but ensure there are consequences. Everyone knows, real-world, how quickly you fatigue is partly a function of how much stuff you are carrying. I'd suggest that for D&D, a comparison to real-world combat loads might be a good starting point. For example, an infantryman might wear LBV/LCE equipment (aka ALICE gear) and carry nothing but ammo, water, helmet/body armor, a compass and map, writing material, a 1st aid kit and his weapon. He might have a buttpack that gets ditched upon first contact and his rucksack would be left back at the firebase/garrison/etc. This would equate to, say, a fighter wearing armor and carrying his primary weapon, as well as water and a single potion of cure light; or a wizard carrying his staff, spellbook, spell components and focuses pouch, a ready scroll or two, and maybe a single potion of cure light. A little bit more weight might be carried in an "assault packout" - say - another 10-20 lbs worth of gear. This might be what gets worn while exploring the dungeon. Then, the "everything but the kitchen sink" which would be carried when transiting from place to place (dungeon to town, town to town, etc.) Of course, use of bags or holding, etc. would effectively allow you to carry more, but I would still levy fatigue and exhaustion on those who insist on carrying all their worldly possessions into combat. [/QUOTE]
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