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Simple Encumbrance system (to make Strength matter)?
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<blockquote data-quote="iserith" data-source="post: 7889060" data-attributes="member: 97077"><p>From my experience, the variant encumbrance rules in the PHB definitely help with making STR more valuable. I use this rule for every campaign where such things matter to the theme (typically, dungeon delving or hexcrawling). There typically is not a ton of adjusting weights, however, so it's not very fiddly despite the frequently-stated concern that it is.</p><p></p><p>Also, one thing I've noticed is that a lot of DMs don't include a lot of reasons to <em>jump</em> in their games compared to mine. Pressure plates, areas of difficult terrain, chasms, pits, and other hazards are very good incentive to have a higher STR. I've seen parties completely separated in combats due to something as simple as a 10-foot pressure plate in a hallway that sets off a gas trap. Stuck or barred doors are also very good, though it's important to remember when to call for ability check and when not to in those situations. Jumping and stuck doors are arguably easier to implement as well than an encumbrance system.</p></blockquote><p></p>
[QUOTE="iserith, post: 7889060, member: 97077"] From my experience, the variant encumbrance rules in the PHB definitely help with making STR more valuable. I use this rule for every campaign where such things matter to the theme (typically, dungeon delving or hexcrawling). There typically is not a ton of adjusting weights, however, so it's not very fiddly despite the frequently-stated concern that it is. Also, one thing I've noticed is that a lot of DMs don't include a lot of reasons to [I]jump[/I] in their games compared to mine. Pressure plates, areas of difficult terrain, chasms, pits, and other hazards are very good incentive to have a higher STR. I've seen parties completely separated in combats due to something as simple as a 10-foot pressure plate in a hallway that sets off a gas trap. Stuck or barred doors are also very good, though it's important to remember when to call for ability check and when not to in those situations. Jumping and stuck doors are arguably easier to implement as well than an encumbrance system. [/QUOTE]
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