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Version 1.25
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  • Introduction
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      • Creating a Character (Generic)
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      • MS-Word Character Sheet
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    • Encumbrance
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      • Example of Combat
        • Aggro the Axe
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    • The Barbarian
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    • Greyhawk Deities List
      • St. Cuthbert
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  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Equipment
Armor | Weapons | Miscellaneous Equipment | Encumbrance

Encumbrance

Whatever you select to carry will have both weight and volume (or bulk). Equipment for adventuring is necessary, but too much is deadly. In order to be able to move with reasonable rapidity and freedom, the number of items carried and apparel worn must suit encumbrance restrictions (Remember that the volume of something can be as critical as its weight, i.e. 20 pounds of feathers in a sack are cumbersome).

To be useful, items generally must be readily accessible, so this consideration must also be borne in mind. Lastly, as the main purpose of adventuring is to bring back treasure, provision for carrying out a considerable amount of material must also be made. Table 5.5 gives you a guideline respecting weight and bulk carried and how movement is affected.

Strength penalties or bonuses will modify these guidelines. Weight is usually stated in gold pieces, 10 gold pieces equaling 1# (pound). Volume can only be calculated from known comparisons, as the size and shape of objects varies from individual to individual, i.e. how big is a tapestry?

Certain items are not included when figuring encumbrance. These include:

  • material components [for spells] (unless large and bulky).
  • any helm but great helm, if the character has any armor.
  • one set of clothing.
  • thieves’ picks and tools.

The encumbrance of most items not on this list may be inferred by comparison with objects similar to them; thus a decanter of endless water will encumber as much as a bottle or flagon. In some cases no equivalent may be found; such instances require the judge to decide.

Many people looking at the equipment tables will say, “But a scroll doesn’t weigh two pounds!” The encumbrance figure should not be taken as the weight of the object—it is the combined weight and relative bulkiness of the item. These factors together will determine how much a figure can carry. (1)

[Campaign Rules Follow.]

Encumbrance Table I. Encumbrance and Effects of Encumbrance

Unencumbered. The character is wearing no armor or non-bulky armor and carrying a light or normal load. They move and fight normally.

Moderately Encumbered. The character is wearing fairly bulky armor (see Armor Table I) like chain mail or the character is carrying heavy gear (or both). The character’s movement is impeded.

Encumbered. The character is wearing bulky armor like plate mail or carrying a large shield (or both), or the character is laden with very heavy gear or all the above. Movement is hampered and each round in combat, the character will suffer a delay in their actions due to their slowness.

Overloaded. The character is wearing bulky armor with some other added hindering bulk, such as severe cold weather gear. Otherwise, the character is carrying close to their maximum load. The character’s movement is hobbled and they cannot charge in combat. Opponents gain a bonus to hit them in combat. Overloaded characters also suffer the maximum delay to their actions each round in combat.

Strength Adjustments. Strength penalties or bonuses will modify these guidelines as per Encumbrance Table II. Weight is usually stated in gold pieces, 10 gold pieces equaling 1 lb.

Other Notes. Volume can only be calculated from known comparisons, as the size and shape of objects varies from individual to individual. Certain items are not included when figuring encumbrance. These include material components for spells (unless large and bulky) and any helm but a great helm, if the character has any armor.

Encumbrance Table II. Encumbrance Capacity per Category by Strength Rating

Example of Encumbrance

As an example, Dimwall the magic-user and Drudge the fighter have prepared for a dungeon expedition. Dimwall, besides his normal clothing, has strapped on a belt with a large pouch on it. Into this and his robe, he tucks his material components (minimal encumbrance). He also places in his pouch a potion bottle, a mirror, some garlic and belladonna, and his tinderbox. At his right side hangs a dagger and sheath and four more daggers are on a bandolier slung across his chest. Over all these belts, he puts his backpack. In his pack goes a hand axe (for chopping, not fighting), three flasks of oil, a candle, three small sacks, one large sack, and seven torches. Lashed in a bundle to the pack is 50 ft. of rope. At his left side, hanging from his belt, are a leather scroll case and his purse, filled with 20 gold pieces. He holds a staff in his right hand and a torch in his left. He is now ready to travel, with a total encumbrance of 689 g.p.

Meanwhile, his companion, Drudge, has strapped on his splint armor. He wears two belts around his waist; his longsword hangs from one. On the other belt he places his quiver with 40 bolts, a cocking hook, and a dagger. He slips on his backpack, already loaded with 10 spikes, one week’s iron rations, and a flask of oil. To the bottom of the pack he has strapped 50 ft. of rope. Hanging on the rear of the pack is his heavy crossbow. Around his neck he wears a holy symbol. Finally, he straps his large shield on his left arm, fits his helmet, and takes his lantern, ready to go with a total encumbrance of 1,117 g.p.

During their adventures, Dimwall and Drudge find 800 gold pieces in a troll’s treasure horde. Dimwall can carry 400 gold pieces in his large sack and another 300 gold pieces in his small sacks. Dimwall leaves his torches and staff, since he must have his hands free. Then he fastens a small sack to his belt and, using two hands, carries the large sack over his shoulder. Drudge eats part of his iron rations and throws the rest away, along with his spikes and oil. He places the remaining bags in the bottom of his pack and then pours the loose coins on top of them. Encumbrance for Dimwall is now 889 gold pieces and 1,222 gold pieces for Drudge.

As they leave, Dimwall and Drudge meet the troll. There is little time to react, so Drudge must quickly drop his lantern (possibly putting it out) and attack. As he does this, Dimwall must drop the large sack (probably scattering coins about), unsling his pack, and start digging for his oil. By the time he finds it, the troll may have killed them both!

1. Polyhedron #25, Dispel Confusion: ADQ: “On page 27 of the Dungeon Masters Guide is a list of movement rates for various armor types. Should these be modified for Strength using encumbrance bonuses and penalties from page 9, Players Handbook? Do these movement rates apply to non-humans, or do short-legged races such as goblins move more slowly? It is hard to get this information from the Monster Manual. For example, elves and dwarves both typically wear chain mail, but their movement rates are listed as 12” and 6”, respectively, while humans in chain move at 9”.” ADA: Insufficient details are given on this topic to answer your question officially. Try the following unofficial system.The “free encumbrance” (the amount the character can carry without penalty) is easily calculated by adding the average character weight (Dungeon Masters Guide, page 102) to the base “free encumbrance” figure (Players Handbook, page 101), expressed in coins, which generates the numbers on the following chart. Base movement rates are also given.
Remember that these figures include the character’s own body weight. Find the total for your character, and modify it by the Strength adjustment (Players Handbook, page 9), which is already given in coins. Finally, subtract the character’s actual weight (naked) to find the maximum weight of items which can be added without penalty. Assuming that the 35-pound increments used in the Players Handbook (pages 101-102) [5.5] are based on the average capacity of the average human male, the “[Increment]” column gives the factored increment of change for all other character types. “[Increment]” is simply the ratio of unencumbered body weights, multiplied by that 35 pound figure. When a character adds “[Increment(al)]” additional weight, the movement rate drops to the next stage: 9”; 6”; 3”-4”; (then, extrapolating if desired, 1”-2”; 0”). Example: A chubby half-orc female weighing 140 pounds has a Strength of 18/40. Her free encumbrance is 1,550 g.p. (from the chart) plus 1,000 g.p. (Strength bonus), or 2,550 g.p. After subtracting her weight (1,400 g.p.), she can carry items totaling 1,150 coins without problem, at 12” rate. Adding the 240-coin increment, her movement rate drops to 9” when she’s carrying a total of 1,390 coins; to 6” with 1,630 coins; to 3”-4” with 1,870 coins; to 1”-2” with 2,110 coins; and no movement at all with 2,350 coins or more. Nearly all movement rates in the system are divisible by 3 for easier calculations. If you wish, you may extrapolate a straight line function, instead of increments, to more accurately reflect the ratio of movement rates vs. encumbrance. However, use the ratios of average heights, rather than body weights, as a more accurate reflection of speed. The table in the Dungeon Masters Guide (page 27) to which you refer gives accurate encumbrance figures for various armor types, and again (I presume) it is based on a human male. Use the movement rates given if you prefer to avoid the complexity of the above system.
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