the Jester
Legend
I think they should just change 'weight' to 'encumbrance' and leave it there.
This is the best solution right here.
I think they should just change 'weight' to 'encumbrance' and leave it there.
If we want rules to make emcumbrance more realistic, then we/they can add an optional module. But let's keep the weights real. Don't tell me a throwing axe is 7 pounds when it is in fact, one. That's an unforgivable error of an order of magnitude.
On a more serious note, I don't actually think coin weight is a good idea. I'd rather see small items with 0 encumbrance, and things like swords with 1 or 2. Basically reduce the numbers down to some manageable level.
One of the things that irritates me is carrying capacity of small creatures... shouldn't a longbow encumber a halfling more than a human? If so, how do you fix that? Reduce their carrying capacity? Increase encumbrance of larger items? Hmm.
ENCUMBRANCE
Encumbrance measures how much equipment and treasure characters are carrying. Encumbrance is important because characters can only carry so much, and if they are heavily weighed down with equipment they cannot carry as much treasure, nor move as fast. Encumbrance is measured in stone.
A stone is a historical unit of measure that varied from 8 to 14lb depending on what was being measured. ACKS assumes a stone weighs around 10lb, but it is left purposefully abstract to represent an amalgam of weight, bulk, and generally portability. After characters purchase their equipment, they should calculate their encumbrance. To determine the number of stone encumbering a character, simply consult the table below.
Item Encumbrance in Stone
Worn clothing 0 stone
Armor & Shield 1 stone per point of Armor Class*
Items 1 stone per 6 items
Heavy Item 1 stone per heavy item (8–14lb)
Treasure 1 stone per 1,000 coins or gems
*Magical armor and shields are lighter than mundane items. They reduce their encumbrance by 1 stone per point of magical bonus.
When counting items, each weapon, scroll, potion, vial, wand, magic item, or other object counts as an item. Multiple small items sold as a bundle (such as 12 spikes, 6 torches, 20 arrows, etc.) count as one item for this purpose. Very small single items (such as 1 silver arrow) can be ignored for encumbrance purposes. Heavy items include two-handed weapons (including bows, crossbows, and various large melee weapons); any item that is as tall as the carrying character (including spears, staffs, and 10' poles); any item that weighs around 8-14lb; and any item that requires two hands to carry (such as chairs or chests). Items weighing more than 14lb will weigh more than 1 stone. For purposes of encumbrance, 1,000 coins are considered 1 stone. When a carrying device, such as a backpack, lists the weight it can carry in stone, this weight can be converted at 1:1000 from stone to coins to determine how many coins it can carry. A character's speed will be affected based on his encumbrance, as shown on the Character Movement and Encumbrance table, below. For additional information on movement, see the Time and Movement section in the Adventures chapter. The maximum any character can carry is 20 stone, plus his Strength adjustment.
EXAMPLE: Marcus is carrying a two-handed sword (1 heavy item), a crossbow (1 heavy item), a mace (1 item), 2 daggers (1 item each), 1 week's iron rations (1 item), a tinderbox (1 item), 2 flasks of oil (1 item each), 3 stakes and mallet (1 item), a small mirror (1 item), a pound of wolfsbane (1 item), a pound of garlic (1 item), and a case with 20 bolts (1 item). He is carrying 12 items, which counts as 2 stone. His two-handed sword and crossbow count as 2 stones. Finally, he is wearing plate armor (AC6), which counts as 6 stone. His total encumbrance is 10 stone, so his exploration movement is 60' per turn. Later, he picks up 8,000 silver pieces. This increases his encumbrance to 18 stone, and reduces his exploration movement to 30' per turn.
Up to 5 stones light encumbrance up to 7 is medium 10 is heavy and 20+Str modifier is max