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Encumbrance rule, do you use it?
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<blockquote data-quote="Sadras" data-source="post: 6572839" data-attributes="member: 6688277"><p>I have just introduced the variant encumbrance rules, except the players do not keep track of it, I as DM do on an excel spreadsheet. It is not as difficult as everything thinks it is and it does not slow anything down. </p><p>I also keep track of their gold and treasure finds which I email to the players along with their current encumbrance at the end of every session.</p><p></p><p>Introducing Encumbrance makes a huge change as it: </p><p></p><p>1) Places more value on strength for non-casters (trying to limit the stat-dump). Following on from that - I introduced a penalty/bonus proficiency/language slots for low/high Intelligence and adopted the Magical Attunement and Loyal Henchmen (2e) for Charisma. The players so far love it.</p><p> </p><p>2) Ensures treasure found & kept on person do not become unlimited. The choice of what to keep plays a part.</p><p></p><p>3) May introduce the use of pack animals.</p><p></p><p>4) Ensures the value of gold remains. There are a number of threads/posts here by enworlders who cannot see the value of gold. To those I say try using encumbrance rules once in a while, let them purchases meals, accommodation, healing kits, pack animals, feeding for steeds, general maintenance</p><p></p><p>5) Ensures everyone is not the <em>Flash</em> in combat - no more I chase him down with my 40 feet speed (mobility), or outrun every zombie and shambling mound and drop them with arrow or pew-pew magic.</p><p></p><p>6) Supports time constraint play as characters heavily encumbered move slower over long distances. More decision making on the part of PCs. </p><p></p><p></p><p></p><p>Yes if they can. It also means that if the run away, they need to pick up their packs or lose everything - which costs gold to replace.</p><p></p><p></p><p></p><p>Sure why not. PCs always steal from others, why not have monsters steal from them once in a while.</p><p></p><p>Without encumbrance PCs get away with much, just do the math and see for yourself. Most PCs who wear armour, carry a weapon, healers kit, food and waterskin and have a few items from a pack would have their base speed reduced to 20 feet using the variant. Add to that treasure obtained and the entire pack and you will see them dropping to 10 feet per round. By leaving them at 30 feet you're optimising them - a lot, an losing an aspect of the game which is really easy and fast to implement.</p></blockquote><p></p>
[QUOTE="Sadras, post: 6572839, member: 6688277"] I have just introduced the variant encumbrance rules, except the players do not keep track of it, I as DM do on an excel spreadsheet. It is not as difficult as everything thinks it is and it does not slow anything down. I also keep track of their gold and treasure finds which I email to the players along with their current encumbrance at the end of every session. Introducing Encumbrance makes a huge change as it: 1) Places more value on strength for non-casters (trying to limit the stat-dump). Following on from that - I introduced a penalty/bonus proficiency/language slots for low/high Intelligence and adopted the Magical Attunement and Loyal Henchmen (2e) for Charisma. The players so far love it. 2) Ensures treasure found & kept on person do not become unlimited. The choice of what to keep plays a part. 3) May introduce the use of pack animals. 4) Ensures the value of gold remains. There are a number of threads/posts here by enworlders who cannot see the value of gold. To those I say try using encumbrance rules once in a while, let them purchases meals, accommodation, healing kits, pack animals, feeding for steeds, general maintenance 5) Ensures everyone is not the [I]Flash[/I] in combat - no more I chase him down with my 40 feet speed (mobility), or outrun every zombie and shambling mound and drop them with arrow or pew-pew magic. 6) Supports time constraint play as characters heavily encumbered move slower over long distances. More decision making on the part of PCs. Yes if they can. It also means that if the run away, they need to pick up their packs or lose everything - which costs gold to replace. Sure why not. PCs always steal from others, why not have monsters steal from them once in a while. Without encumbrance PCs get away with much, just do the math and see for yourself. Most PCs who wear armour, carry a weapon, healers kit, food and waterskin and have a few items from a pack would have their base speed reduced to 20 feet using the variant. Add to that treasure obtained and the entire pack and you will see them dropping to 10 feet per round. By leaving them at 30 feet you're optimising them - a lot, an losing an aspect of the game which is really easy and fast to implement. [/QUOTE]
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