Alright, so I have this little project going (well maybe not all that little). I'm removing many of the restrictions on armor weapons and other gear so I needed something else to keep things in check. I came up with an interesting idea for that, and it may also be useful for other d20 games. I'm still working on the basic idea, let alone how just to adapt it for a d20 game, so feel free to point out the inevitable bugs, balance issues and general wonkyness.
EDIT (8/7): New version up, major changes throughout.
EDIT (8/11): Added alterations to class abilities and feats, renamed Readiness to Poise
EDIT (8/15): Updated rules for Poise
There are three types of equipment limits, Might, Poise, and Capacity
Might: This is the limit of how much equipment you can wield without falling all over yourself. It isn't a matter of how much actual weight you can carry, but of your ability to effectively attack while wearing armor and using weapons of various types.
Your Might score has a value of your base Fort score and your Strength modifier, if positive. This does not include enhancement bonuses to Str.
Each weapon or armor has an associated might penalty. Each piece of equipment wielded subtracts this amount from your Might score. During any round where more equipment is wielded than your Might score allows, you suffer a penalty to attack rolls equal to that difference.
Equipment has a Might penalty depending on its type:
Weapons
0: Light and throwing weapons
1: One-Handed melee and ranged weapons
2: Two-Handed melee and ranged weapons
(Throwing weapons include those only for throwing such as shuriken and bolas, as well as any weapon not actually wielded but thrown)
(wielding two or more weapons adds these penalties together)
Armors
0: Padded, Leather, or Studded Leather
1: Chain Shirt, Hide
2: Scale Mail, Chain Mail
3: Breastplate, Splint Mail
4: Banded Mail, Half Plate
5: Full Plate
Shields
0: Buckler
1: Light Shield
2: Heavy Shield
3: Tower Shield
(Under this system, tower shields do not incur a separate -2 penalty to attacks)
Modifiers
-1: Darkwood, mythral, or other light material; each size category smaller than user
+1: Gold, silver, or other heavy material; each size category larger than user
Poise: This is a measure of both speed and organization, and effects your ability to have weapons and items ready to use without having to spend time digging it out.
Your Poise score has a value of your base Reflex and Intelligence modifier, if positive. This does not include enhancement bonuses to Dex.
Keeping an item or weapon ready allows you to keep it "on hand" meaning you can wield or use it without any extra action to pull it out. Weapons can be drawn as a free action with a move, and items (alone or in a container) require only the action to use them.
There is no way to use use more Poise than you have available, anything more than you can handle would simply require a standard action to grab. Readying an item requires a move action, and anything can be unequipped or "unreadied" freely, as part of any other action - including readying another item.
Set a melee weapon to be drawn as part of move action
1: Light weapons
2: One-Handed melee weapons
3: Two-Handed melee weapons
Set a ammo firing ranged weapon to be drawn as part of move action
1: Hand crossbow (w/5 bolts), Sling (w/10 stones)
2: Light Crossbow (w/10 bolts), Light Repeating Crossbow (w/5 bolts), Shortbow (w/20 arrows)
3: Heavy Crossbow (w/10 bolts), Heavy Repeating Crossbow (w/5 bolts), Longbow (w/20 arrows)
Set a throwing weapon to be drawn as part of move action
1: Darts (10), Shruikens (20)
2: Javelin (5), Bolas (5)
3: Net (5)
Set a shield to be drawn as part of move action
1: Buckler, Light shield
2: Medium Shield
3: Tower Shield
Have an item to be accessed as a free action (or used as part of another action)
1: any one item two pounds or less
2: Any one item over two pounds but no more than five.
3: Any one item over five pounds
(Scales with size, as per carrying capacity (large x2, small 3/4, etc))
Special item groups
1: Pouch (Up to 20 items with no appreciable weight), Normal ammo container (10 stones, 10 Bolts, or 20 arrows), Set of like items (potions, scolls, wands, alchemical items, etc) (5 items or less)
2: Extra ammo container (50 stones, 50 Bolts, or 100 arrows), Backpack (Up to 10 items under 5 pounds), Set of like items (potions, scolls, wands, alchemical items, etc) (10 items or less)
3: Sack (Up to 10 items 10 pounds or less), Set of like items (potions, scolls, wands, alchemical items, etc) (20 items or less)
(Number listed is limit for easy access: pouches, backbacks and sacks may hold more total)
(Magic containers such as the efficient quiver and handy haversack can have any item they hold readily accessed, the listed limit does not apply to them)
Modifiers
-1: Each size catagory smaller than user (minimum 1); Only one thrown weapon
+1: each size catagory larger than user: use a weapon with the Quick Draw feat
Capacity: This represents how much magical gear you can maintain at once. This doesn't include magical weapons and armor or instant use magic items such as scrolls or potions. but does most others"
Your Capacity score has a value of your base Willpower and Charisma modifier, if positive. This does not include enhancement bonuses to Cha.
For a magical item to function, it must be equipped to your Capacity This applies item that must be wielded such as staves or wands, or that has a constant effect such as rings or most wondrous items. The amount of capacity needed depends on the strength of it's aura, and This is no way to use use more Capacity than you have available, anything more than you can handle would simply not function. Like other readying an item or weapon, it takes a move action to activate a magic item, and you can freely unequip a magic item to activate another.
Magical Items
1: Weak magic aura
2: Moderate magic aura
3: Strong magic aura
(Applies to Wands, Staves, Rods, Rings, and Wondrous Items)
(Normal limits on slots apply, although limits on ring slots could possibly be removed)
Modifiers
-1: Cursed (minimum 0)
+1: Intelligent
+2: Minor artifact
+3: Major artifact
(Applies to weapons and armor as well)
(For major artifacts, assume a strong a aura as base, so this is always 3 or 6 depending on item type)
(Cursed weapons may or may not give you the option of unequipping them.)
Modifications to Classes and Feats
Multiclassing: Normally having multiple classes means you get the first few levels of saving throw bonuses multiple times, resulting in ofttimes very high saving throws, and sometimes lower ones. Since this throws off the balance of equipment limits (to save nothing of saving throws themselves) the following rule change is suggested:
When taking multiple classes that give a similar progression - such as good or poor saving throws, or BAB advancement - you use the total levels together as a single progression. In other words, you advance according to the progression itself, not the class. This is similar to the stacking of Turn Undead for clerics and paladins, the Uncanny Dodge of rogues and barbarians, and the familiars of wizards and sorcerers.
For example, taking two levels of fighter and two levels of cleric results in a Fort score of +4, just the same as four levels of either class alone. Similarly, such a character has a +1 to Reflex. Bonuses from two different progressions add normally, so this character would have a +3 to Will. Although not necessary for equipment limits, this can easily apply to multiclassing with medium or poor BAB as well.
Monks Unarmed Strike: Since monks have little use for most heavy weapons and even less for armor or shields, they have an alternate use of Might: their unarmed damage is dependent on how much unpenalized Might they have available. Might gained from other classes besides the Monk does count towards this bonus. However, their Str bonus is not counted, and in turn a might penalty equal to or less than that bonus will not effect the monks unarmed damage. Unarmed damage increases as follows:
0-1: 1d4
2-3: 1d6
4-5: 1d8
6-7: 1d10
8-9: 2d6
10-11: 2d8
12+: 2d10
Damage for smaller or larger monks scales accordingly.
Great Fortitude, Lightning Reflexes, Iron Will: These only have their original effects, and so only provide increased saving throws and not any bonuses to equipment limits.
Weapon Finesse: In addition to its normal effects, this feat also allows any applicable weapon to be equipped using their Poise score rather than their Might. This allows more dexterous and less vigorous characters to wield their weapons of choice without difficulty.
Quick Draw: Readying a weapon to be used with the quick draw feat requires an additional -1 Poise penalty
As always, let me know what you think.
EDIT (8/7): New version up, major changes throughout.
EDIT (8/11): Added alterations to class abilities and feats, renamed Readiness to Poise
EDIT (8/15): Updated rules for Poise
There are three types of equipment limits, Might, Poise, and Capacity
Might: This is the limit of how much equipment you can wield without falling all over yourself. It isn't a matter of how much actual weight you can carry, but of your ability to effectively attack while wearing armor and using weapons of various types.
Your Might score has a value of your base Fort score and your Strength modifier, if positive. This does not include enhancement bonuses to Str.
Each weapon or armor has an associated might penalty. Each piece of equipment wielded subtracts this amount from your Might score. During any round where more equipment is wielded than your Might score allows, you suffer a penalty to attack rolls equal to that difference.
Equipment has a Might penalty depending on its type:
Weapons
0: Light and throwing weapons
1: One-Handed melee and ranged weapons
2: Two-Handed melee and ranged weapons
(Throwing weapons include those only for throwing such as shuriken and bolas, as well as any weapon not actually wielded but thrown)
(wielding two or more weapons adds these penalties together)
Armors
0: Padded, Leather, or Studded Leather
1: Chain Shirt, Hide
2: Scale Mail, Chain Mail
3: Breastplate, Splint Mail
4: Banded Mail, Half Plate
5: Full Plate
Shields
0: Buckler
1: Light Shield
2: Heavy Shield
3: Tower Shield
(Under this system, tower shields do not incur a separate -2 penalty to attacks)
Modifiers
-1: Darkwood, mythral, or other light material; each size category smaller than user
+1: Gold, silver, or other heavy material; each size category larger than user
Poise: This is a measure of both speed and organization, and effects your ability to have weapons and items ready to use without having to spend time digging it out.
Your Poise score has a value of your base Reflex and Intelligence modifier, if positive. This does not include enhancement bonuses to Dex.
Keeping an item or weapon ready allows you to keep it "on hand" meaning you can wield or use it without any extra action to pull it out. Weapons can be drawn as a free action with a move, and items (alone or in a container) require only the action to use them.
There is no way to use use more Poise than you have available, anything more than you can handle would simply require a standard action to grab. Readying an item requires a move action, and anything can be unequipped or "unreadied" freely, as part of any other action - including readying another item.
Set a melee weapon to be drawn as part of move action
1: Light weapons
2: One-Handed melee weapons
3: Two-Handed melee weapons
Set a ammo firing ranged weapon to be drawn as part of move action
1: Hand crossbow (w/5 bolts), Sling (w/10 stones)
2: Light Crossbow (w/10 bolts), Light Repeating Crossbow (w/5 bolts), Shortbow (w/20 arrows)
3: Heavy Crossbow (w/10 bolts), Heavy Repeating Crossbow (w/5 bolts), Longbow (w/20 arrows)
Set a throwing weapon to be drawn as part of move action
1: Darts (10), Shruikens (20)
2: Javelin (5), Bolas (5)
3: Net (5)
Set a shield to be drawn as part of move action
1: Buckler, Light shield
2: Medium Shield
3: Tower Shield
Have an item to be accessed as a free action (or used as part of another action)
1: any one item two pounds or less
2: Any one item over two pounds but no more than five.
3: Any one item over five pounds
(Scales with size, as per carrying capacity (large x2, small 3/4, etc))
Special item groups
1: Pouch (Up to 20 items with no appreciable weight), Normal ammo container (10 stones, 10 Bolts, or 20 arrows), Set of like items (potions, scolls, wands, alchemical items, etc) (5 items or less)
2: Extra ammo container (50 stones, 50 Bolts, or 100 arrows), Backpack (Up to 10 items under 5 pounds), Set of like items (potions, scolls, wands, alchemical items, etc) (10 items or less)
3: Sack (Up to 10 items 10 pounds or less), Set of like items (potions, scolls, wands, alchemical items, etc) (20 items or less)
(Number listed is limit for easy access: pouches, backbacks and sacks may hold more total)
(Magic containers such as the efficient quiver and handy haversack can have any item they hold readily accessed, the listed limit does not apply to them)
Modifiers
-1: Each size catagory smaller than user (minimum 1); Only one thrown weapon
+1: each size catagory larger than user: use a weapon with the Quick Draw feat
Capacity: This represents how much magical gear you can maintain at once. This doesn't include magical weapons and armor or instant use magic items such as scrolls or potions. but does most others"
Your Capacity score has a value of your base Willpower and Charisma modifier, if positive. This does not include enhancement bonuses to Cha.
For a magical item to function, it must be equipped to your Capacity This applies item that must be wielded such as staves or wands, or that has a constant effect such as rings or most wondrous items. The amount of capacity needed depends on the strength of it's aura, and This is no way to use use more Capacity than you have available, anything more than you can handle would simply not function. Like other readying an item or weapon, it takes a move action to activate a magic item, and you can freely unequip a magic item to activate another.
Magical Items
1: Weak magic aura
2: Moderate magic aura
3: Strong magic aura
(Applies to Wands, Staves, Rods, Rings, and Wondrous Items)
(Normal limits on slots apply, although limits on ring slots could possibly be removed)
Modifiers
-1: Cursed (minimum 0)
+1: Intelligent
+2: Minor artifact
+3: Major artifact
(Applies to weapons and armor as well)
(For major artifacts, assume a strong a aura as base, so this is always 3 or 6 depending on item type)
(Cursed weapons may or may not give you the option of unequipping them.)
Modifications to Classes and Feats
Multiclassing: Normally having multiple classes means you get the first few levels of saving throw bonuses multiple times, resulting in ofttimes very high saving throws, and sometimes lower ones. Since this throws off the balance of equipment limits (to save nothing of saving throws themselves) the following rule change is suggested:
When taking multiple classes that give a similar progression - such as good or poor saving throws, or BAB advancement - you use the total levels together as a single progression. In other words, you advance according to the progression itself, not the class. This is similar to the stacking of Turn Undead for clerics and paladins, the Uncanny Dodge of rogues and barbarians, and the familiars of wizards and sorcerers.
For example, taking two levels of fighter and two levels of cleric results in a Fort score of +4, just the same as four levels of either class alone. Similarly, such a character has a +1 to Reflex. Bonuses from two different progressions add normally, so this character would have a +3 to Will. Although not necessary for equipment limits, this can easily apply to multiclassing with medium or poor BAB as well.
Monks Unarmed Strike: Since monks have little use for most heavy weapons and even less for armor or shields, they have an alternate use of Might: their unarmed damage is dependent on how much unpenalized Might they have available. Might gained from other classes besides the Monk does count towards this bonus. However, their Str bonus is not counted, and in turn a might penalty equal to or less than that bonus will not effect the monks unarmed damage. Unarmed damage increases as follows:
0-1: 1d4
2-3: 1d6
4-5: 1d8
6-7: 1d10
8-9: 2d6
10-11: 2d8
12+: 2d10
Damage for smaller or larger monks scales accordingly.
Great Fortitude, Lightning Reflexes, Iron Will: These only have their original effects, and so only provide increased saving throws and not any bonuses to equipment limits.
Weapon Finesse: In addition to its normal effects, this feat also allows any applicable weapon to be equipped using their Poise score rather than their Might. This allows more dexterous and less vigorous characters to wield their weapons of choice without difficulty.
Quick Draw: Readying a weapon to be used with the quick draw feat requires an additional -1 Poise penalty
As always, let me know what you think.
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