D&D 5E Any house rules for a video game-inspired slot based carrying capacity system?

GMMichael

Guide of Modos
Go old Final Fantasy. Each character gets 4 slots: weapon, arms, head, body. Everything else is in a character's unlimited "inventory," and requires part of a movement to be accessed. If the inventory looks big, the PC is encumbered.

By the way, a PC gets to use zero potions when wielding primary weapon and shield. Even if the potions are strapped somewhere accessible. Potions are what squires are for :devil:
 

log in or register to remove this ad

kenada

Legend
Supporter
My homebrew system uses a slot-based approach. It’s based on B/X D&D, so it should be applicable to that and other editions. See below for a summary. The way it works is the character sheets have lists for carrying, containers, etc. If an item takes a slot, you write it on a line. If it takes two (or more), you write it big across multiple lines. Taking an item out of a container requires an action (and the player would erase the item from the container and write it in the carried section of their sheet).

Carrying capacity: Is 6 + Strength modifier. Carried items are in located sheathes, belt pouches, or strapped to the character’s body. They may also be held in the character’s hands (“equipped”).
Equipped items: Are held in hands or worn (for armor and shields). Some equipped items require a different number of slots to use than to hold (e.g., a longbow requires 1 slot but takes two hands to shoot).
Containers: Hold items and provide expanded capacity. Items in containers do not count against carrying capacity.
  • Money pouch: Holds 1 slot (or up to 100 small items). Every character has one. The money pouch does not count against carry capacity. If a character has multiple, only one does not count.
  • Backpacks: A standard backpack takes one slot and has 4 slots of storage, an expand backpack takes 2 slots and has 8 slots of storage.
  • Sacks: Small sacks have 2 slots and large sacks have 6. A small sack requires one slot when equipped, 1 slot to carry empty, or 2 slots to carry with contents. A large slot requires 2 slots when equipped, 1 slot to carry empty, and 6 slots to carry with contents.

Determining Slots​

One hand: Takes 1 slot. If an item can be held comfortably in one hand without help or accessories (such as a hook or string to dangle the item).
Two hand: Takes 2 slots. As above except the item requires two hands.
More hands: Takes 2 slots per person required to comfortably lift and move the item.
Small: Takes no slots if stored in a container or 1 slot otherwise. 100 small items in a container take 1 slot. If an item can be grasped between the forefinger and thumb without help or accessories.

Encumbrance Effects​

Going past your limit reduces your speed by 25%. For every two slots carried beyond your limit, it is reduced another 25%.
  • 6+STR to 8+STR: 25% reduction
  • 8+STR to 10+STR: 50% reduction
  • 10+STR to 12+STR: 75% reduction
  • 12+STR or more: 100% reduction (no movement).
In 5e, you should probably have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution when your speed is, e.g., reduced by 50% or more. In 3e, each reduction would increase your armor check penalty by 2 (−2 @ 25%, −4 @ 50%, −6 @ 75%, −8 @ 100%). Apply penalties for other systems as appropriate.
 


My system is you can carry your Strength in "things". If you can comfortably carry it in one hand, weighs about 5 pounds, or the size of a soccer ball it weighs one thing. A sack of 1000 coins is a thing. Objects that take two hands are two things. Armor weighs half their AC bonus in things, round up.

Three things can be accessible on your belt; usually your coin purse, main weapon, and dagger. Often one or the other is replaced with a potion case or wand holster. The potion case can hold three potions. One object is strapped to the side of your backpack or "on the top" so it can be easy to get to. Everything else takes time to rummage through the backpack.

Carrying up to 1/2 STR in things? Full move (30). 1/2 +1 to full strength is hindered (25), and up to twice strength is crawling (20).
 

Remove ads

Top