RPG Evolution: Weight, What?

"Every ounce counts."
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Picture courtesy of Pixabay.

This mantra echoes through the mind of any experienced backpacker, a constant negotiation between necessity and comfort, safety and speed. Extended wilderness trips demand meticulous packing, where every item is weighed, scrutinized, and often grudgingly left behind. Philmont Scout Ranch taught me some strict guidelines: carry no more than 30% of your body weight. This isn't just a suggestion; it's a foundation for endurance and injury prevention. Yet, when factoring in essential consumables like food and water, this is no easy task. Here's what I learned the hard way.

The Relentless Math of the Pack​

Achieving that ideal 30% body weight target is a constant battle against gravity and temptation. As I experienced on the hike, even with fierce discipline, sacrifices are inevitable. Getting my base pack weight down to 35 lbs. often meant leaving behind creature comforts. A lightweight, foldable chair might seem like a luxury, but after miles on the trail, the promise of a comfortable seat can become a powerful motivator (I gave up mine in favor of an inflatable pad, no regrets there). Rain pants, initially deemed optional to save ounces, were sorely missed when a sudden downpour hit, leading to the beginnings of hypothermia (a LOT of regret about that one!). Every item, from an extra pair of socks to a favorite snack, adds to the total, forcing hikers to prioritize ruthlessly. It's a stark lesson in minimalism, where every personal item must justify its existence in ounces, not just in utility.

The Consumable Conundrum​

Even after stripping down to the bare essentials, the true weight challenge emerges with food and water. Water weighs approximately 2 lb. per liter; Philmont recommended 5 liters minimum per person (10 lbs). For a ten-person crew, even with careful rationing and planning for resupply, the initial water weight is substantial. Add to that the necessary caloric intake—around 3,000 calories per day per person for high-intensity activity (approximately 5 more lbs), which for a group of ten, translated to a considerable mass of food and cooking gear that must be carried. For my Philmont trek, these essentials pushed my pack weight past a daunting 50 lbs.

The good news is that this load doesn't remain static. As food is eaten and water is consumed, the pack naturally lightens, providing a small, much-anticipated psychological boost each day. The bad news is that this reduction is temporary. Strategic resupply at streams and camps is crucial, meaning the pack weight constantly fluctuates. We'd start the day off lighter, only to refill water at a river crossing and find the weight inceased, necessitating careful planning for where and when to carry maximum load.

Carrying the Burden​

The real-world struggle of managing pack weight finds a direct parallel in D&D's encumbrance and overland travel rules. Characters in D&D aren't immune to the laws of physics, and their carrying capacity can, depending on the campaign, affect adventurers quite a bit.

In D&D 5th (2024) a creature's normal carrying capacity is its Strength score multiplied by 15 pounds. For instance, a character with a Strength of 10 can comfortably carry up to 150 lbs, while a burly Strength 16 character can manage 240 lbs. However, many Dungeon Masters opt to use the Variant Encumbrance rules from the 2014 version, which add granular penalties for progressively heavier loads. Under these optional rules, a 50 lb. pack can quickly become a significant hindrance, even if it's below the absolute maximum carrying capacity.
  • If a character carries weight in excess of 5 times their Strength score, they become encumbered, reducing their speed by 10 feet. For example, a character with a Strength of 8 would become encumbered at 40 lbs, meaning a 50 lb. pack would immediately reduce their movement. Even a Strength 10 character carrying 50 lbs would find their speed reduced by 10 feet.
  • Should they carry weight exceeding 10 times their Strength score, they become heavily encumbered, suffering a 20-foot speed reduction and Disadvantage on D20 Tests involving Strength, Dexterity, and Constitution. While a 50 lb. pack wouldn't typically make a character heavily encumbered unless their Strength score was very low (e.g., 5 Strength makes 50 lbs heavily encumbered), the first tier of encumbrance is a common reality.
Overland travel further complicates this. Traveling at a normal pace covers 24 miles per day for 8 hours of marching, but this assumes relatively unencumbered movement. If a character is encumbered or heavily encumbered, their reduced speed translates directly to covering less ground each day, burning more resources (food, water, torches), and increasing exposure to random encounters.

We hiked 30 miles over 5 days at Philmont (not counting the first day at basecamp where we sleep over, and the fact that we spent half-days hiking on the second and last day), meaning our average daily travel was 6 miles per day. This was despite significant elevation changes (7,908' to 8,246') and the heavy 50 lb. packs. With 8 hours of travel, we were traveling at a Normal pace (4 miles per hour) of 24 miles per day, further complicated by:
  • Difficult Terrain: D&D rules state that moving 1 foot in difficult terrain costs 2 feet of speed. While Philmont wasn't all difficult terrain, significant elevation changes, rocky trails, and even muddy patches due to storms certainly qualified. It effectively halved our speed for those segments, drastically reducing daily progress. The 24 miles per day became 12 miles per day.
  • Elevation: We were at nearly 10,000 feet above sea level and I suffered from altitude sickness for two days: each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. The 12 miles per day became 6 miles per day.
These factors do not include exhaustion rules, which (surprisingly) do not affect overland travel in D&D but certainly could. A DM could reasonably impose levels of exhaustion for characters pushing themselves with heavy loads over multiple days without adequate rest. It's worth noting that not all of my crew suffered from altitude sickness, just me, but the crew only moves as fast as its slowest member (my to my group's consternation as I kept taking breaks and asking for them to slow down their pace).

Add all this up, and our real-world pace of 6 miles per day matched the severe reductions caused by the effects of high altitude, heavy encumbrance, and difficult terrain. A DM aiming for realism might apply these layered penalties to make the journey an accurate, grueling test of endurance, just as we experienced.

The Weight of Adventure​

DMs have a powerful tool in encumbrance, not just for realism, but for narrative impact. Characters aren't just carrying their armor and weapons; they're hauling treasure from a goblin horde, vital rations for a besieged town, or the cumbersome magical artifact needed to save the world. The difference between a well-managed load and an overloaded party can define the pace, difficulty, and ultimately, the success of a quest.

Ultimately, the burden of carried weight can transform an adventure from a simple journey into a tactical challenge. A well-prepared party, making smart choices about what to carry and when to resupply, finds the adventure an exciting test of endurance. A heedless party, weighed down by unnecessary bulk, faces an excruciating slog, constantly fighting against the very gear meant to aid them, turning every step into a monumental effort. Using these rules fosters a healthy respect for logistics, making every ounce, every pound, truly matter. It certainly did for our hike.
 

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Michael Tresca

Michael Tresca

The GM advice that if it’s not on the character sheet, they left it behind.
My HS DM must have read that. He was pedantic about that stuff. If it wasn't on the sheet, you didn't have it with you. Well, 2 can play pedantic. We all bought Bag of holdings first chance we got ( good old 3e magic markets and DM who run FR as a setting). Copied page from equipment section. Counted cost. Glued it on the char sheet ( with adjusted numbers for consumables like rations, acid, alchemist fire etc),

In 5e, where Bag of holding or Handy haversack aren't that common, first thing we usually buy is wagon. Sure, 4 adventurers on ox driven wagon aren't really heroic or glamorous image, but who cares. It's cheap, it's effective, it can store stuff, act as shelter and no one has to walk.

I get it that some people love logistic play. It has it place in certain games (like survival themed games, be it post apocalypse or exploring uncharted wilderness). In our current campaign, we are dealing with war time logistics on bigger scale (food, weapons, incoming refugees, imminent siege of castle). It's fun. But on the individual scale in typical adventure mostly in settled lands, nah. Too much hassle.
 

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I hate Bags of Holding! The worst thing about them is how much players assume they must exist and be accessible to their PC.
Compare 5e's Bag of Holding to Handy Haversack- the Haversack specifically calls out the ease with which you can access items within it, which leads one to believe that the BoH really isn't meant for quick access. Unfortunately 5e doesn't state this under BoH (and neither does A5E)... you need to read Haversack to understand that the BoH is basically a disorganized hoarder bag, a pile of items shuffled around in a massive sack, and actually finding the specific thing you want in there probably takes a minute or more (I said this once before in a thread somewhere recently so apologies if I'm just repeating this info to you, Micah).
 


Compare 5e's Bag of Holding to Handy Haversack- the Haversack specifically calls out the ease with which you can access items within it, which leads one to believe that the BoH really isn't meant for quick access. Unfortunately 5e doesn't state this under BoH (and neither does A5E)... you need to read Haversack to understand that the BoH is basically a disorganized hoarder bag, a pile of items shuffled around in a massive sack, and actually finding the specific thing you want in there probably takes a minute or more (I said this once before in a thread somewhere recently so apologies if I'm just repeating this info to you, Micah).

I do much the same, adding BoH is useful outside of combat. In combat? It takes an action and a nat 20 if you want to try. It doesn't get used in combat.
 

Compare 5e's Bag of Holding to Handy Haversack- the Haversack specifically calls out the ease with which you can access items within it, which leads one to believe that the BoH really isn't meant for quick access. Unfortunately 5e doesn't state this under BoH (and neither does A5E)... you need to read Haversack to understand that the BoH is basically a disorganized hoarder bag, a pile of items shuffled around in a massive sack, and actually finding the specific thing you want in there probably takes a minute or more (I said this once before in a thread somewhere recently so apologies if I'm just repeating this info to you, Micah).
Both the 5e.2014 and 5e.2024 define getting something out of the bag of holding as an action (Utilize action is specified in 2024). The handy haversack also takes an action in 2014, but in 2024 it can be done as a Utilize action or a bonus action (player's choice).
 

Thanks. I never played BG3 and don't care about it. Nevermind my slight irritation whenever I see someone answer a direct question with a meme.
I highly recommend it.

And I am more Old School than current. A Greyhawk + 3.5e with AD&D adventures DM; I’m not a fan of 5e or Forgotten Realms. (Though I’m open to learning about them, and I’m a player in a 5e Ravenloft game.)

Once you figure it out, it’s arguably the best computer game ever.
 

I highly recommend it.

And I am more Old School than current. A Greyhawk + 3.5e with AD&D adventures DM; I’m not a fan of 5e or Forgotten Realms. (Though I’m open to learning about them, and I’m a player in a 5e Ravenloft game.)

Once you figure it out, it’s arguably the best computer game ever.
I'm sure it's great, I've heard good things. I'm still not prepared to a screen shot of a few characters with no explanation is an acceptable answer to, "why do modern gamers like what they like and do what they do"?
 

I'm sure it's great, I've heard good things. I'm still not prepared to a screen shot of a few characters with no explanation is an acceptable answer to, "why do modern gamers like what they like and do what they do"?
I understand this is frustrating, but please assume positive intent. I don't think any harm was meant by sharing a meme (I didn't get it at first either).
 

Both the 5e.2014 and 5e.2024 define getting something out of the bag of holding as an action (Utilize action is specified in 2024). The handy haversack also takes an action in 2014, but in 2024 it can be done as a Utilize action or a bonus action (player's choice).
I always ran it as "oh it's an action to remove an item, sure," and that's sort of made light of any other storage option.. until the Haversack came up in a treasure roll, and the player wanted to know why this was supposed to be a better item than the more common bag of holding- which got me reading into both of them.

Yes, it takes an action to remove an item from the bag- but the Haversack specifically calls out that the item that you want will be there at the top, easily reached. Whereas in a bag of holding you're basically reaching in feeling around through a 4ft deep pile of coins/potions/swords/treasure/trash/corpses or whatever else the party keeps in there. So it's an action to remove something, but you have to find it first. It would seem that bags of holding are not meant to be reliably accessed during combat, where time is of the essence.

I've never been a fan of hiding rules inside of other rules, but having discovered this it made sense- to me, at least. I think BoH should have had some extra text explaining intent, if the haversack is anything to go by.

And yes, with 5e24 they buffed the haversack, rather than nerfed the bag of holding by explaining that it's more difficult to get items out of.
 

for people who don’t track gear, do you just assume that your character has everything they need?

When I played FATE, it was like that. There was no inventory. You were assumed you to have all the tools you needed for your “class” and, if a time ever came up where the group needed something specific that they might not have, you could make a resource roll(or some other appropriate skill) to declare you had it all along.

This seems like the best approach for people who consider tracking inventory an unnecessary and unfun ‘mini-game’.

No need for the dm to dole out handy haversacks.
 

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