I really like this system - it would also eliminate hoarding, over-equipping and too much accounting during the game. You might want, though, to make certain items Light (and thus not counted towards the slot limit), for example rings, small pieces of chalk, fishing hooks, tinderwigs and so on.Use equipment cards. Completely arbitrate weight to a number of slots - any equipment item weighs one slot. Sure, it's not realistic, but it's easy to remember you can have 20 equipment cards (or whatever) and can actually hand excess to other players to carry. While it may seem clumsy to say that a potion weighs the same as a suit of plate armour, in effect you're averaging it all out.
Plus handles inventory in the sense of "the person with the card is the person whi has the item".
This works nicely, ime. I've done a variant: each player has a sheet of paper with X rectangles drawn on it: that's how many carrying slots he has (frex, number of rectangle slots = STR). Then write item name & info on a sticky note, and stick it on a rectangle on the sheet; if the item is lost, used, traded, etc, the sticky note comes off easily enough. Also, it's easy enough to drop/add rectangles (and therefore stuff) if STR changes.Use equipment cards. Completely arbitrate weight to a number of slots - any equipment item weighs one slot.
This works nicely, ime. I've done a variant: each player has a sheet of paper with X rectangles drawn on it: that's how many carrying slots he has (frex, number of rectangle slots = STR). Then write item name & info on a sticky note, and stick it on a rectangle on the sheet; if the item is lost, used, traded, etc, the sticky note comes off easily enough. Also, it's easy enough to drop/add rectangles (and therefore stuff) if STR changes.
- You could even have stickies for "25 LB. OF LOOT" for gold, gems, etc, if you wanted.
- Etc.
I've no idea how encumbrance could be challenging, but I did hear of a game that abstracted weight a bit to make encumbrance simpler. Instead of a pound weight, all common items were weighed in stones; for example any one handed weapon of similar size to a long sword weighs 1 stone.
Of course this wasn't D&D and I've never played it, but it sounds like a great balance between reality and abstraction.
Use equipment cards. Completely arbitrate weight to a number of slots - any equipment item weighs one slot. Sure, it's not realistic, but it's easy to remember you can have 20 equipment cards (or whatever) and can actually hand excess to other players to carry. While it may seem clumsy to say that a potion weighs the same as a suit of plate armour, in effect you're averaging it all out.
If your group prefers more detail, add as much detail as desired. It's still easier to manipulate than erasing or adding up lbs:
- Use a sticky note labeled "AMMO" with the standard tick boxes (or just use paperclips) for arrows, and put it in a rectangle on the equipment sheet.
- Use a sticky labeled "EXPENDABLES" with 10 blanks for potions/wands/rations/etc; if you want to to hold more potions, you can sacrifice a rectangle for another sticky note to hold them.
- If carrying something especially heavy, like a solid gold baby grand piano, DM might hand over two or three stickies stapled together, that take up two or three rectangles on the equipment sheet. (You can model "bulkiness" this way, too, for things that are merely big, rather than heavy)
- A Bag of Holding, etc, could equate to another equipment sheet with Y rectangles of its own, and take up a rectangle on the original sheet.
- Draw more rectangles in a different color at the bottom and call those "encumbered movement"; if you have anything in those boxes, you're movement is reduced.
- You could even have stickies for "25 LB. OF LOOT" for gold, gems, etc, if you wanted.
- Etc.
That could make the basis of a fairly neat treasure-allocation system. Instead of tracking every single set of leather armour and pouch of coppers the players manage to strip off a corpse, simply say that, for example, a 2nd-level encounter will yield whatever items the party want to equip and use, plus A Bundle of Poor Loot - which represents all the vendor trash the party can usefully take from that encounter, takes up one inventory tab, and has a fixed monetary value redeemable when they next visit a store in town. A 7th-level encounter might yield A Bundle of Nice Loot with a higher value, all the way up to A Bundle of Priceless Loot at near-epic levels, and larger encounters could yield more bundles.

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