S - Waist 2
Rexor
Cimmerian dirk
w/ leather sheath
On weapon belt
Upper blade has a saw edge
Handle made of Cimmerian moose antler
Duncohr forge symbol etched on blade near handle
S - Wrists --
Leather Bracers
S - Wrists --
Leather Bracers
Saphires and emeralds stitched into the bracers valued at XXX gp.
These are a gift from Roenonnna.
High Quality Leather and stitching.
S -
Belt Pouch A Belt Pouch A Belt Pouch B
32 sp 2 - 125 gp saphires 2 vials of clear, odorless liquid
20 cp cork sealed with wax
with leather wrapping
Unless it's an egregious violation I ignore it once they've gone on an adventure or two. I find that such an un-fun part of the game that the group usually ends up with some sort of magic item that obviates the need for most inventory management. Sack of holding, spoon of gruel, dimensional quiver -- items that make it easier to adventure without upsetting combat balance.
I used to love inventory management, honestly, but play time is precious. I don't want to spend it futzing around with how many pounds each character is carrying.
UPDATE!
I introduced the equipment cards in my game, and it is a fantastic success. Not only does it make is so much easier to pass equipment around to other charaters (just hand them the card), the cards also serve as a good visualization device that helps my players realize just how much equipment they are carrying.
For some reason, a long list of stuff doesn't seem as much as it is. But, if you're looking at this thick stack of cards, you realize it very quickly.
I don't spend a lot of time on the cards. In the upper left hand side, I write an initial for the owner's name, a dash, and the location where the item is carried. On the right hand side, I write how much the item weighs. In the body of the card, I write down some quick notes.
For weapons, I typically don't put the weapon stat on the card if the weapon appears on the character's sheet. No need to duplicate effort. But, if the stats appear no where else, then I, of course, list them on the card.
Players can add notes to the body of the card as needed. Some of them are detailed, like this card:
Code:S - Waist 2 Rexor Cimmerian dirk w/ leather sheath On weapon belt Upper blade has a saw edge Handle made of Cimmerian moose antler Duncohr forge symbol etched on blade near handle
Some have very little detail, like this--
Code:S - Wrists -- Leather Bracers
As we game, notes might be added to the equipment cards. Take the Barcers above--that card may contain more info as it becomes important.
Code:S - Wrists -- Leather Bracers Saphires and emeralds stitched into the bracers valued at XXX gp. These are a gift from Roenonnna. High Quality Leather and stitching.
I am very pleased with these cards in my game. So much so, I'll never go back to keeping a standard equipment sheet. As GM, I'll pre-fill cards and simply hand that to the player if I know they're going to find something during the game. And, if I don't pre-fill a card, it's a matter of seconds to pop out a card and scribble down a few quick notes (like the Leather Bracers first listed above).
When I first passed them out, one of my players took them and laid them out in front of him as if visualizing the equipment on a person.
I'm using standard 3x5 cards for the equipment, and each character has a single, larger 4x6 card where expendables are recorded.
On the unlined back, I turn the card long-ways and make two columns: One is used as the character's Hit Point track, and the other is used to keep tabs on Non-Lethal Damage.
The front of the larger card looks something like this:
Code:S - Belt Pouch A Belt Pouch A Belt Pouch B 32 sp 2 - 125 gp saphires 2 vials of clear, odorless liquid 20 cp cork sealed with wax with leather wrapping
I use the larger card because it makes it easy to locate and pull from the character's stack. I'm using cards because each character has a folder with a zip lock pocket that I picked up from the Office Supply store. If I didn't have that pocket, I'd just use regular lined notebook paper, with one page per item. To be honest, I like the cards much better than the stack of notebook paper (which I've used before in a Traveller game).
I use these card to keep track of EVERYTHING the character has, from his loincloth and socks to his clothing to his weapons, gear, and armor. You don't have to be that detailed, of course. If you don't care about leather bracers or tunics, then only use the cards for the major stuff: weapons, gear, and armor.
All-in-all, I highly recommend this for a game.
It makes equipment more visual, more tactile (because the players can feel the cards), easier to use, trade, and drop....it's just a good system to use.
Highly recommended.
<snippy> One player got a sweet set of boots and we all got backpacks made of her skin, which we had enchanted to work as a communal bag of holding. Everything put in one bag is accessible by another. This has led to interdimensional slap fights, which are pretty funny. Reach into one backpack and out another, slap the person in the head.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.