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What could One D&D do to bring the game back to the dungeon?
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<blockquote data-quote="tetrasodium" data-source="post: 8860141" data-attributes="member: 93670"><p>Yes... multiple backpacks & multiple quivers especially.</p><p>Here is what the 5e phb has to say about containers</p><p>[spoiler]</p><p>Container Capacity</p><p>Container Capacity</p><p>Backpack* 1 cubic foot/30 pounds of gear</p><p>Barrel 40 gallons liquid, 4 cubic feet solid</p><p>Basket 2 cubic feet/40 pounds of gear</p><p>Bottle 1 1/2 pints liquid</p><p>Bucket 3 gallons liquid, 1/2 cubic foot solid</p><p>Chest 12 cubic feet/300 pounds of gear</p><p>Flask or tankard 1 pint liquid</p><p>Jug or pitcher 1 gallon liquid</p><p>Pot, iron 1 gallon liquid</p><p>Pouch 1/5 cubic foot/6 pounds of gear</p><p>Sack 1 cubic foot/30 pounds of gear</p><p>Vial 4 ounces liquid</p><p>Waterskin 4 pints liquid</p><p>* You can also strap items, such as a bedroll or a coil of rope,</p><p>to the outside of a backpack.</p><p>[HR][/HR]</p><p>L i f t i n g a n d C a r r y i n g</p><p>Your Strength score determ ines the amount of weight</p><p>you can bear. The following terms define what you can</p><p>lift or carry.</p><p>Carrying Capacity. Your carrying capacity is your</p><p>Strength score multiplied by 15. This is the weight (in</p><p>pounds) that you can carry, which is high enough that</p><p>most characters don’t usually have to w orry about it.</p><p>Push, Drag, or Lift. You can push, drag, or lift a</p><p>weight in pounds up to tw ice your carrying capacity</p><p>(or 30 times your Strength score). W hile pushing or</p><p>dragging weight in excess of your carrying capacity,</p><p>your speed drops to 5 feet.</p><p>Size and Strength. Larger creatures can bear m ore</p><p>weight, whereas Tiny creatures can carry less. For</p><p>each size category above Medium, double the creature’s</p><p>carrying capacity and the amount it can push, drag, or</p><p>lift. For a Tiny creature, halve these weights.</p><p>[/spoiler]</p><p>[spoiler="Here's what 3.5 says on it"]</p><p>CARRYING CAPACITY</p><p>Encumbrance rules determine how much a character’s armor and</p><p>equipment slow him or her down. Encumbrance comes in two parts:</p><p>encumbrance by armor and encumbrance by total weight.</p><p>Encumbrance by Armor: A character’s armor (as described on</p><p>Table 7–6: Armor and Shields, page 123) defines his or her</p><p>maximum Dexterity bonus to AC, armor check penalty, speed, and</p><p>running speed. Unless your character is weak or carrying a lot of</p><p>gear, that’s all you need to know. The extra gear your character</p><p>carries won’t slow him or her down any more than the armor already</p><p>does.</p><p>If your character is weak or carrying a lot of gear, however, then</p><p>you’ll need to calculate encumbrance by weight. Doing so is most</p><p>important when your character is trying to carry some heavy object.</p><p>Weight: If you want to determine whether your character’s gear</p><p>is heavy enough to slow him or her down more than the armor</p><p>already does, total the weight of all the character’s items, including</p><p>armor, weapons, and gear. Compare this total to the character’s</p><p>Strength on Table 9–1: Carrying Capacity. Depending on how the</p><p>weight compares to the character’s carrying capacity, he or she may</p><p>be carrying a light, medium, or heavy load. Like armor, a character’s</p><p>load affects his or her maximum Dexterity bonus to AC, carries a</p><p>check penalty (which works like an armor check penalty), reduces</p><p>the character’s speed, and affects how fast the character can run, as</p><p> </p><p></p><p>shown on Table 9–2: Carrying Loads. A medium or heavy load</p><p>counts as medium or heavy armor for the purpose of abilities or</p><p>skills that are restricted by armor. Carrying a light load does not</p><p>encumber a character.</p><p>If your character is wearing armor, use the worse figure (from</p><p>armor or from load) for each category. Do not stack the</p><p>penalties.</p><p>For example, Tordek is wearing scale mail. As shown on</p><p>Table 7–6: Armor and Shields, this armor cuts his maximum</p><p>Dex bonus to AC to +3, and gives him a –4 armor check</p><p>penalty (and cuts his speed to 15 feet, were he not a dwarf and</p><p>thus able to move normally even when encumbered by armor</p><p>or a load). The total weight of his gear, including armor, is 71-</p><p>1/2 pounds. Since Tordek has a Strength of 15, his maximum</p><p>carrying capacity, or maximum load, is 200 pounds. A</p><p>medium load for him is 67 pounds or more, and a heavy load</p><p>is 134 pounds or more, so he is carrying a medium load.</p><p>Looking at the medium load line on Table 9–2: Carrying</p><p>Loads, his player sees that these figures are all equal to or</p><p>less than the penalties that Tordek is already incurring for</p><p>wearing scale mail, so he incurs no extra penalties.</p><p>Mialee has a Strength of 10, and she’s carrying 28</p><p>pounds of gear. Her light load limit is 33 pounds, so she’s</p><p>carrying a light load (no penalties). She finds 500 gold</p><p>pieces (weighing 10 pounds) and adds them to her load, so</p><p>now she’s carrying a medium load. Doing so reduces her</p><p>speed from 30 feet to 20 feet, gives her a –3 check penalty,</p><p>and sets her maximum Dexterity bonus to AC at +3 (which</p><p>is okay with her, since that’s her Dexterity bonus</p><p>anyway).</p><p>[ATTACH=full]269686[/ATTACH]</p><p></p><p>[ATTACH=full]269689[/ATTACH]</p><p></p><p>[/spoiler]</p><p>[spoiler="Here is what 2e says"]</p><p>Encumbrance (Optional Rule)</p><p> A natural desire is to have your character own one of</p><p>everything. Thus equipped, your character could just reach</p><p>into his pack and pull out any item he wants whenever he</p><p>needs it. Sadly, there are limits to how much your character,</p><p>his horse, his mule, his elephant, or his whatever can carry.</p><p>These limits are determined by encumbrance.</p><p> Encumbrance is measured in pounds. To calculate</p><p>encumbrance, simply total the pounds of gear carried by</p><p>the creature or character. Add five pounds for clothing, if</p><p>any is worn. This total is then compared to the carrying</p><p>capacity of the creature to determine the effects. In general,</p><p>the more weight carried, the slower the movement and the</p><p>worse the character is at fighting.</p><p>Basic Encumbrance (Tournament Rule)</p><p> Encumbrance is divided into five categories: Unencum-</p><p>bered, Light, Moderate, Heavy, and Severe Encumbrance.</p><p> To calculate your character’s encumbrance category, first</p><p>figure out the total weight he is carrying (including five pounds</p><p>for clothing). Then look across the row corresponding to your</p><p>character’s Strength on Table 47 until you come to the column</p><p>that includes your character’s carried weight. The heading at</p><p>the top of that column shows his level of encumbrance.</p><p> Use Table 49 to figure out the encumbrance category of</p><p>your character’s mount or beast of burden.</p><p> The Max. Carried Wgt. column lists the most weight (in</p><p>pounds) your character can carry and still move. But move-</p><p>ment is limited to 10 feet per round, as your character stag-</p><p>gers under the heavy load.</p><p>Specific Encumbrance (Optional Rule)</p><p> The maximum total weight your character can carry is</p><p>determined by his Strength, as listed on Table 47.</p><p> The basic encumbrance rule gives general categories of</p><p>encumbrance but does not allow for fine distinctions.</p><p>Some players and DMs may take exception to the idea that</p><p>adding one more pound to a character suddenly shifts that</p><p>character to the next (and drastically worse) encumbrance</p><p>category. They may want to use the following optional</p><p>table; Table 48 reduces a character’s movement rating 1</p><p>factor at a time.</p><p> To determine your character’s movement rate (see</p><p>“Movement” in Chapter 14: Time and Movement) for a</p><p>given load, find the row on Table 48 with his Strength</p><p>score. Read across it until you find the first column in</p><p>which the number of pounds listed is greater than your</p><p>character’s current load. At the top of that column are two</p><p>rows for base movement rates. Characters with a base</p><p>movement rate of 12 use the top row; those with a base</p><p>movement rate of 6 use the bottom row. The number in</p><p>the appropriate upper row is your character’s modified</p><p>movement rate.</p><p> Tarus (a human with a base movement of 12) has a</p><p>Strength of 17 and is carrying a 140-pound load. Looking</p><p>across on the 17 row shows that 140 falls between 133</p><p>and 145 on the table. Looking at the top of the 145 col-</p><p>umn shows that Tarus has a modified movement rate of 7.</p><p>He can carry five more pounds of gear (total 145 pounds)</p><p>and maintain his speed, or drop seven pounds of equip-</p><p>ment (to 133 pounds) and increase his speed to 8.</p><p>[HR][/HR]</p><p>[ATTACH=full]269688[/ATTACH]</p><p>Magical Armor and Encumbrance</p><p> One of the special properties of magical armor is its</p><p>effect on encumbrance. Although magical armor appears to</p><p>weigh as much as normal armor, the weight of magical</p><p>armor applies only toward the weight limit of the character.</p><p>It does not apply when determining the effects of encum-</p><p>brance on movement and combat. In essence, the armor</p><p>appears to weigh as much as normal armor (especially if the</p><p>wearer is in water over his head), but does not restrict or</p><p>hamper the character.</p><p> Cwell the bard finds a suit of chain mail +1. Lifting it up,</p><p>he finds it weighs 60 pounds. Cwell is already carrying 50</p><p>pounds of gear. Donning the chain mail, he is now carry-</p><p>ing 110 lbs. of gear. Cwell’s Strength is 12, which means</p><p>that he can carry only 30 more pounds of equipment.</p><p>However, when calculating the effect of all this weight on</p><p>his movement, Cwell is considered to only be carrying 50</p><p>pounds of gear—the magical armor doesn’t count. Fur-</p><p>thermore, he does not suffer any combat penalties for the</p><p>chain mail’s weight.</p><p>Effects of Encumbrance</p><p> Encumbrance has two basic effects. First, it reduces your</p><p>character’s movement rate. If encumbrance categories are</p><p>used, Unencumbered has no effect on movement, <strong>Light</strong></p><p><strong>reduces the movement rate by one-third</strong> (round fractions</p><p>down), Moderate reduces it by one-half, <strong>Heavy reduces it by </strong></p><p><strong>two-thirds,</strong> and <strong>Severe lowers the movement rate to 1</strong>. If the</p><p>optional system is used, the character’s movement rate is</p><p>reduced to the amount found by using Table 48. The move-</p><p>ment rate determines how far your character can move in a</p><p>round, turn, hour, and day. As his movement rate gets lower,</p><p>your character moves slower and slower. See “Movement” in</p><p>Chapter 14: Time and Movement for more details.</p><p> <strong>Encumbrance also reduces your character’s combat abili-</strong></p><p><strong>ties. If encumbrance reduces your character to half of his </strong></p><p><strong>normal movement rate, he suffers a –1 penalty to his attack </strong></p><p><strong>roll. If he is reduced to one-third or less of his normal move-</strong></p><p><strong>ment rate, the attack penalty is –2 and there is an additional </strong></p><p><strong>AC penalty of +1. If your character’s movement is reduced to </strong></p><p><strong>1, the attack roll penalty is –4 and the AC penalty is +3. </strong></p><p><strong>Clearly, the wise thing for a heavily encumbered character to </strong></p><p><strong>do is to quickly drop most of his gear before entering battle.</strong></p><p>[/spoiler]</p><p>I didn't include 4e simply due to lack of access & because it weasn't really my thing so I don't have much odf an idea how it worked then.</p><p></p><p></p><p>So the 5e backpack for example... does it hold 30 pounds counted against your strength times 15 carrying capacity or nullify it? Does a PC even need to use a backpack? Where do they carry a backpack, 5e doesn't actually have body slots on the sheet or even defined anywhere in the core books like in the past. Can you wear a backpack a quiver a jacket & a cloak together?</p><p></p><p>Then on top of all that there is a second rather serious problem. This is where the <em>minor</em> penalties that came with some of the lower encumbrance levels in the past came into play. By having a somewhat low & reasonably achievable minor penalty players were encouraged to track it/7 try to stay under the lowest they can while carrying everything they felt they needed so they could tell at a glance is that ## pound doodad was a thing they could carry or were willing to if they could. The rule itself in 5eis designed in such a way that players are encouraged to not bother tracking a number that is so generous they will never be impacted by it so they just never bother. When an ## or even ### pound doodad comes up everyone is <em>sure</em> they can carry it until the GM starts naming all the things they know bob is carrying & now everyone needs to sit there watching bob calculate how much he is carrying <em>(this is going to be slow because it's likely this is the first time he's ever calculated it)</em>. Players aren't concerned about ever bothering to track it so being forced to do it on the fly mid session results inthem looking up all of their gear plus this.... "<em>how much did that adamantine door I stole 15 sessions ago weigh? how much does the solid gold tea set weigh?... remember I we got it like 5 levels ago... what about the mahogany walking stick with jade inlays, what does that weigh? What about the teak figurine? um.. no I don't remember where we found it, I think it was a random encounter... etc</em>" only to ultimately wind up with "ok so I give my solid gold teaset & the marble idol to Alice & can carry it now" because the limits are so excessive before <em>anything</em> occurs.</p><p></p><p></p><p>strength times 15. </p><ul> <li data-xf-list-type="ul">Lets say it's an old volos kobold with the -2 strength & a fighter who dumped strength to start with <strong>6 strength.</strong>(lets call him Bob)<ul> <li data-xf-list-type="ul">That gives them a <strong>90 pound carry capacity</strong>.</li> <li data-xf-list-type="ul">A fighter starts with</li> <li data-xf-list-type="ul">[spoiler="this"]<br /> [*]<strong>You start with the following equipment, in addition to the equipment granted by your background:</strong><br /> <ul> <li data-xf-list-type="ul">(a) chain mail(<strong>20lb</strong>) or (b) leather armor<strong>(10lb)</strong>, longbow, and 20 arrows<strong>(1lb)</strong>.</li> <li data-xf-list-type="ul">(a) a martial weapon and a shield<strong>(6lb)</strong> or (b) two martial weapons<strong>(1 to 18lb each depending on weapon but only 3 are 10 pounds or above )</strong>.</li> <li data-xf-list-type="ul">(a) a light crossbow <strong>(5lb)</strong>and 20 bolts <strong>(1lb)</strong>or (b) two handaxes<strong>(4lb each)</strong>.</li> <li data-xf-list-type="ul">(a) a dungeoneer's pack<strong>(61.5lb)</strong> or (b) an explorer's pack<strong>(59lb)</strong>.</li> </ul>[/spoiler]<ul> <li data-xf-list-type="ul"></li> </ul></li> <li data-xf-list-type="ul">adding the heaviest of each effectively usable with each option that amounts to 61.5+4+4+18(longbow)+3(whip or scimitar)+20(chainmail)<ul> <li data-xf-list-type="ul">That adds to<strong> 110.5</strong> which is slightly more than a character with <em>six</em>strength can carry<ul> <li data-xf-list-type="ul">The first step in solving that looks like this is a good place to start<br /> [spoiler="dungeoneer's pack"]<br /> [*]Dungeoneer’s Pack (12 gp). Includes a backpack<strong>(5lb)</strong>, a crowbar<strong>(5lb)</strong>,<br /> a hammer, 10 pitons(5lb), 10 torches(<strong>1lb each)</strong>, a tinderbox<strong>(1lb)</strong>, 10 days <strong>(2lb each)</strong><br /> of rations, and a waterskin<strong>(5lb)</strong>. The pack also has 50 feet of<br /> hempen rope strapped to the side of it<strong>(10lb)</strong>.<br /> [/spoiler]</li> <li data-xf-list-type="ul">Easiest way for Bobto shed 20.5 pounds is for this PC to give 10 days of food & a waterskin to Alice the 8 strength wizard who has a carry capacity of 120lb & starts with choices between 3 A/B options that <em>combined</em> A <em>and</em> B amount to 14lb plus either a scholar's pack (11lb) or explorer's pack (59lb). </li> </ul></li> </ul></li> <li data-xf-list-type="ul"><span style="font-size: 22px"><strong>That gives Alice's <em>eight</em> strength wizard ample room to carry the too heavy food & water for bob's <em>six</em> strength kobold fighter even while carrying <em>all</em> of a <em>second</em> wizard's gear. </strong> </span> In a normal group there is likely to be at least one PC who dud not <em>completely</em> dump strength who is likely to have the ability to carry240-600lb before they are impacted in any way at all...</li> </ul></li> </ul><p>How badly did that PC roll when they decided to dump strength?</p><p></p><p>.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8860141, member: 93670"] Yes... multiple backpacks & multiple quivers especially. Here is what the 5e phb has to say about containers [spoiler] Container Capacity Container Capacity Backpack* 1 cubic foot/30 pounds of gear Barrel 40 gallons liquid, 4 cubic feet solid Basket 2 cubic feet/40 pounds of gear Bottle 1 1/2 pints liquid Bucket 3 gallons liquid, 1/2 cubic foot solid Chest 12 cubic feet/300 pounds of gear Flask or tankard 1 pint liquid Jug or pitcher 1 gallon liquid Pot, iron 1 gallon liquid Pouch 1/5 cubic foot/6 pounds of gear Sack 1 cubic foot/30 pounds of gear Vial 4 ounces liquid Waterskin 4 pints liquid * You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. [HR][/HR] L i f t i n g a n d C a r r y i n g Your Strength score determ ines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to w orry about it. Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to tw ice your carrying capacity (or 30 times your Strength score). W hile pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and Strength. Larger creatures can bear m ore weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. [/spoiler] [spoiler="Here's what 3.5 says on it"] CARRYING CAPACITY Encumbrance rules determine how much a character’s armor and equipment slow him or her down. Encumbrance comes in two parts: encumbrance by armor and encumbrance by total weight. Encumbrance by Armor: A character’s armor (as described on Table 7–6: Armor and Shields, page 123) defines his or her maximum Dexterity bonus to AC, armor check penalty, speed, and running speed. Unless your character is weak or carrying a lot of gear, that’s all you need to know. The extra gear your character carries won’t slow him or her down any more than the armor already does. If your character is weak or carrying a lot of gear, however, then you’ll need to calculate encumbrance by weight. Doing so is most important when your character is trying to carry some heavy object. Weight: If you want to determine whether your character’s gear is heavy enough to slow him or her down more than the armor already does, total the weight of all the character’s items, including armor, weapons, and gear. Compare this total to the character’s Strength on Table 9–1: Carrying Capacity. Depending on how the weight compares to the character’s carrying capacity, he or she may be carrying a light, medium, or heavy load. Like armor, a character’s load affects his or her maximum Dexterity bonus to AC, carries a check penalty (which works like an armor check penalty), reduces the character’s speed, and affects how fast the character can run, as shown on Table 9–2: Carrying Loads. A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character. If your character is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the penalties. For example, Tordek is wearing scale mail. As shown on Table 7–6: Armor and Shields, this armor cuts his maximum Dex bonus to AC to +3, and gives him a –4 armor check penalty (and cuts his speed to 15 feet, were he not a dwarf and thus able to move normally even when encumbered by armor or a load). The total weight of his gear, including armor, is 71- 1/2 pounds. Since Tordek has a Strength of 15, his maximum carrying capacity, or maximum load, is 200 pounds. A medium load for him is 67 pounds or more, and a heavy load is 134 pounds or more, so he is carrying a medium load. Looking at the medium load line on Table 9–2: Carrying Loads, his player sees that these figures are all equal to or less than the penalties that Tordek is already incurring for wearing scale mail, so he incurs no extra penalties. Mialee has a Strength of 10, and she’s carrying 28 pounds of gear. Her light load limit is 33 pounds, so she’s carrying a light load (no penalties). She finds 500 gold pieces (weighing 10 pounds) and adds them to her load, so now she’s carrying a medium load. Doing so reduces her speed from 30 feet to 20 feet, gives her a –3 check penalty, and sets her maximum Dexterity bonus to AC at +3 (which is okay with her, since that’s her Dexterity bonus anyway). [ATTACH type="full" alt="1671071596067.png"]269686[/ATTACH] [ATTACH type="full" alt="1671072221623.png"]269689[/ATTACH] [/spoiler] [spoiler="Here is what 2e says"] Encumbrance (Optional Rule) A natural desire is to have your character own one of everything. Thus equipped, your character could just reach into his pack and pull out any item he wants whenever he needs it. Sadly, there are limits to how much your character, his horse, his mule, his elephant, or his whatever can carry. These limits are determined by encumbrance. Encumbrance is measured in pounds. To calculate encumbrance, simply total the pounds of gear carried by the creature or character. Add five pounds for clothing, if any is worn. This total is then compared to the carrying capacity of the creature to determine the effects. In general, the more weight carried, the slower the movement and the worse the character is at fighting. Basic Encumbrance (Tournament Rule) Encumbrance is divided into five categories: Unencum- bered, Light, Moderate, Heavy, and Severe Encumbrance. To calculate your character’s encumbrance category, first figure out the total weight he is carrying (including five pounds for clothing). Then look across the row corresponding to your character’s Strength on Table 47 until you come to the column that includes your character’s carried weight. The heading at the top of that column shows his level of encumbrance. Use Table 49 to figure out the encumbrance category of your character’s mount or beast of burden. The Max. Carried Wgt. column lists the most weight (in pounds) your character can carry and still move. But move- ment is limited to 10 feet per round, as your character stag- gers under the heavy load. Specific Encumbrance (Optional Rule) The maximum total weight your character can carry is determined by his Strength, as listed on Table 47. The basic encumbrance rule gives general categories of encumbrance but does not allow for fine distinctions. Some players and DMs may take exception to the idea that adding one more pound to a character suddenly shifts that character to the next (and drastically worse) encumbrance category. They may want to use the following optional table; Table 48 reduces a character’s movement rating 1 factor at a time. To determine your character’s movement rate (see “Movement” in Chapter 14: Time and Movement) for a given load, find the row on Table 48 with his Strength score. Read across it until you find the first column in which the number of pounds listed is greater than your character’s current load. At the top of that column are two rows for base movement rates. Characters with a base movement rate of 12 use the top row; those with a base movement rate of 6 use the bottom row. The number in the appropriate upper row is your character’s modified movement rate. Tarus (a human with a base movement of 12) has a Strength of 17 and is carrying a 140-pound load. Looking across on the 17 row shows that 140 falls between 133 and 145 on the table. Looking at the top of the 145 col- umn shows that Tarus has a modified movement rate of 7. He can carry five more pounds of gear (total 145 pounds) and maintain his speed, or drop seven pounds of equip- ment (to 133 pounds) and increase his speed to 8. [HR][/HR] [ATTACH type="full" alt="1671072015516.png"]269688[/ATTACH] Magical Armor and Encumbrance One of the special properties of magical armor is its effect on encumbrance. Although magical armor appears to weigh as much as normal armor, the weight of magical armor applies only toward the weight limit of the character. It does not apply when determining the effects of encum- brance on movement and combat. In essence, the armor appears to weigh as much as normal armor (especially if the wearer is in water over his head), but does not restrict or hamper the character. Cwell the bard finds a suit of chain mail +1. Lifting it up, he finds it weighs 60 pounds. Cwell is already carrying 50 pounds of gear. Donning the chain mail, he is now carry- ing 110 lbs. of gear. Cwell’s Strength is 12, which means that he can carry only 30 more pounds of equipment. However, when calculating the effect of all this weight on his movement, Cwell is considered to only be carrying 50 pounds of gear—the magical armor doesn’t count. Fur- thermore, he does not suffer any combat penalties for the chain mail’s weight. Effects of Encumbrance Encumbrance has two basic effects. First, it reduces your character’s movement rate. If encumbrance categories are used, Unencumbered has no effect on movement, [B]Light reduces the movement rate by one-third[/B] (round fractions down), Moderate reduces it by one-half, [B]Heavy reduces it by two-thirds,[/B] and [B]Severe lowers the movement rate to 1[/B]. If the optional system is used, the character’s movement rate is reduced to the amount found by using Table 48. The move- ment rate determines how far your character can move in a round, turn, hour, and day. As his movement rate gets lower, your character moves slower and slower. See “Movement” in Chapter 14: Time and Movement for more details. [B]Encumbrance also reduces your character’s combat abili- ties. If encumbrance reduces your character to half of his normal movement rate, he suffers a –1 penalty to his attack roll. If he is reduced to one-third or less of his normal move- ment rate, the attack penalty is –2 and there is an additional AC penalty of +1. If your character’s movement is reduced to 1, the attack roll penalty is –4 and the AC penalty is +3. Clearly, the wise thing for a heavily encumbered character to do is to quickly drop most of his gear before entering battle.[/B] [/spoiler] I didn't include 4e simply due to lack of access & because it weasn't really my thing so I don't have much odf an idea how it worked then. So the 5e backpack for example... does it hold 30 pounds counted against your strength times 15 carrying capacity or nullify it? Does a PC even need to use a backpack? Where do they carry a backpack, 5e doesn't actually have body slots on the sheet or even defined anywhere in the core books like in the past. Can you wear a backpack a quiver a jacket & a cloak together? Then on top of all that there is a second rather serious problem. This is where the [I]minor[/I] penalties that came with some of the lower encumbrance levels in the past came into play. By having a somewhat low & reasonably achievable minor penalty players were encouraged to track it/7 try to stay under the lowest they can while carrying everything they felt they needed so they could tell at a glance is that ## pound doodad was a thing they could carry or were willing to if they could. The rule itself in 5eis designed in such a way that players are encouraged to not bother tracking a number that is so generous they will never be impacted by it so they just never bother. When an ## or even ### pound doodad comes up everyone is [I]sure[/I] they can carry it until the GM starts naming all the things they know bob is carrying & now everyone needs to sit there watching bob calculate how much he is carrying [I](this is going to be slow because it's likely this is the first time he's ever calculated it)[/I]. Players aren't concerned about ever bothering to track it so being forced to do it on the fly mid session results inthem looking up all of their gear plus this.... "[I]how much did that adamantine door I stole 15 sessions ago weigh? how much does the solid gold tea set weigh?... remember I we got it like 5 levels ago... what about the mahogany walking stick with jade inlays, what does that weigh? What about the teak figurine? um.. no I don't remember where we found it, I think it was a random encounter... etc[/I]" only to ultimately wind up with "ok so I give my solid gold teaset & the marble idol to Alice & can carry it now" because the limits are so excessive before [I]anything[/I] occurs. strength times 15. [LIST] [*]Lets say it's an old volos kobold with the -2 strength & a fighter who dumped strength to start with [B]6 strength.[/B](lets call him Bob) [LIST] [*]That gives them a [B]90 pound carry capacity[/B]. [*]A fighter starts with [*][spoiler="this"] [*][B]You start with the following equipment, in addition to the equipment granted by your background:[/B] [LIST] [*](a) chain mail([B]20lb[/B]) or (b) leather armor[B](10lb)[/B], longbow, and 20 arrows[B](1lb)[/B]. [*](a) a martial weapon and a shield[B](6lb)[/B] or (b) two martial weapons[B](1 to 18lb each depending on weapon but only 3 are 10 pounds or above )[/B]. [*](a) a light crossbow [B](5lb)[/B]and 20 bolts [B](1lb)[/B]or (b) two handaxes[B](4lb each)[/B]. [*](a) a dungeoneer's pack[B](61.5lb)[/B] or (b) an explorer's pack[B](59lb)[/B]. [/LIST] [/spoiler] [LIST] [*] [/LIST] [*]adding the heaviest of each effectively usable with each option that amounts to 61.5+4+4+18(longbow)+3(whip or scimitar)+20(chainmail) [LIST] [*]That adds to[B] 110.5[/B] which is slightly more than a character with [I]six[/I]strength can carry [LIST] [*]The first step in solving that looks like this is a good place to start [spoiler="dungeoneer's pack"] [*]Dungeoneer’s Pack (12 gp). Includes a backpack[B](5lb)[/B], a crowbar[B](5lb)[/B], a hammer, 10 pitons(5lb), 10 torches([B]1lb each)[/B], a tinderbox[B](1lb)[/B], 10 days [B](2lb each)[/B] of rations, and a waterskin[B](5lb)[/B]. The pack also has 50 feet of hempen rope strapped to the side of it[B](10lb)[/B]. [/spoiler] [*]Easiest way for Bobto shed 20.5 pounds is for this PC to give 10 days of food & a waterskin to Alice the 8 strength wizard who has a carry capacity of 120lb & starts with choices between 3 A/B options that [I]combined[/I] A [I]and[/I] B amount to 14lb plus either a scholar's pack (11lb) or explorer's pack (59lb). [/LIST] [/LIST] [*][SIZE=6][B]That gives Alice's [I]eight[/I] strength wizard ample room to carry the too heavy food & water for bob's [I]six[/I] strength kobold fighter even while carrying [I]all[/I] of a [I]second[/I] wizard's gear. [/B] [/SIZE] In a normal group there is likely to be at least one PC who dud not [I]completely[/I] dump strength who is likely to have the ability to carry240-600lb before they are impacted in any way at all... [/LIST] [/LIST] How badly did that PC roll when they decided to dump strength? . [/QUOTE]
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