Rejiggering the inventory system
is what’s next on this run of system refinements.
My original proposal turned out
to be too lax. Knowing how a decisive part of the reason for using an inventory
comes from wanting to reward investment in the Strength attribute, the 20-slot
service ceiling was exceedingly easy to attain and a Strength 10 character
could shoulder piles of items with little concern. Fiddly math abounded, too,
what with the dual currency of slots and encumbrance points.
I wish to tighten the rivets a
bit more and this post has got its crosshairs trained on all of that. The
balancing act continues to be how to constrain a character’s freedom of picking
up all the cake in the world and eating it too while leaving sufficient leeway
for low strength characters to remain viable explorers.
“You can’t have everything, where would you put it?”
Beyond my own take on the
subject, the
matter has been approached of late by other writers, as it is a rule that
influences the tone of the whole game. These approaches I found too restrictive
in some aspects or too permissive in others. Design-wise, I reiterate the dual essence of the problem posed by this kind of system: it all hinges on how
much weight a referee feels is appropriate for a rurally grown person to carry
around and how to confront that with the abstraction of armour weight. My
previous foray already was concerned with differentiating armour weight from
slots, it just wasn’t very good at expressing it.
I want a character with low
strength to not be barred from adventuring and I want enough slots that the
average character will indeed be able to palm some stuff off the scenery
and keep “rainy day” items, rather than being forbidden of taking anything less than
mission-critical equipment.
Unable to claim to have found a
solution that will fit all sizes, this retooled proposal strikes a middle
ground. Or just off-center from middle, as these things are known to go.
Playtest might tell.
The burden of change
As regards changes, here’s what I
managed to scare up:
- Reduced the inventory to a single
page.
- Streamlined the properties and did away with “encumbrance points”, double currency be damned: it’s slot based all the way.
- Got rid of the “containers”
sidebar, difficult to make gameable, repurposing it as an encumbrance tracker, for
signalling the points at which a character reaches the different encumbrance levels.
- Reworked the encumbrance
levels proper.
The Crunch
- A medium sized character can
carry up to a maximum of 20 items of inventory (slots) while a small sized
character is limited to 15 slots, representing the practical limits of physical
space taken up by objects. Of these, the first five are fast-access slots (including
hand slots), representing the most practical spots for keeping items on hand
and ready to use and that don’t require a dedicated action to be fetched.
- Independent of but interacting with the above applies the encumbrance rule, by which a character’s Strength
attribute determines when he becomes encumbered by his load, representing a
combined factoring of both weight and overall restriction of mobility (thresholds explained under the next header). A suit
of armour reduces the base strength total for the purpose of calculating
encumbrance intervals by a number equal to its AC bonus.
(It shouldn’t be uncommon for a strong character to have lifting capacity beyond the slot
limit of what can be practically strapped to a body, but any such extra weight will
have to be carried by hand or on extraneous containers).
- A normal item occupies a slot –
representing roughly 5 pounds – meaning a normal or light weapon, a day’s worth
of drinking water, a shield or a quiver of ammunition.
- Minor items (torches, track rations,
100 coins or gems) can be grouped together three to a slot.
- Insignificant items (such as a
ring, a sheet of parchment, a quill) occupy no slots as long as their collected
descriptors fit inside the box, otherwise the jumbled mess starts taking a slot.
- Heavy items take up two slots.
- Bulkier items (a body, a
treasure chest, a keg of beer, an unworn suit of armour) will take up slots on
a case-by-case basis, they may be too unwieldy to be stored at all and require
being carried by hand at all times.
- Items stored beyond the practical
scabbarding of the fast access slots are stowed in the backpack or otherwise
distributed evenly about the character (on belt pouches,
slings, harnesses and rigging, all of which need to be purchased on a simple
pay-per-slot basis) and not within easy reach, requiring that the character expend
his action and make a Dexterity check, DC equal to the item’s inventory
position. If failed, the round is wasted searching to no avail. Instead of
rolling, the character can dedicate a whole round per 5 slots of searching,
counting from slot number 4, and ensure that the item is found with a more
thorough search. Characters searching through their inventory grant Advantage in combat.
Reworked Encumbrance Levels
I’ve acquired a
distaste for the encumbrance levels presented in the PHB, as I feel a bit more
granularity is needed, rather than having a sudden plunge of -10’ of speed: tiering
it into four levels makes more sense to me, better differentiating between the
infantry types inherited from antiquity and serving as reinforcement for the
classical hero archetype (i.e. weapon and optional loin-cloth). I’m not yet
concerned how this will square with the different classes, adjustments will
certainly be made. Math-challenged as I am, I have provided for the simplest of
fractions: half, and half-of-half instead of poking at the three-quarters trap
with a ten-foot pole.
Encumbrance
level
|
Slot
Threshold
(modified by armour & rounded down)
|
Penalties
(cumulative)
|
Unencumbered
|
Up to ¼ Strength
|
None
|
Lightly Encumbered
|
From ¼ STR to ½ STR
|
-5’ Speed
|
Encumbered
|
From ½ STR to STR
|
-5’ Speed, No DEX bonus added to AC, Disadvantage on Dexterity saves
|
Heavily Encumbered
|
From STR to 2*STR
|
-10’ Speed; Disadvantage on physical saves, attack rolls and ability checks
|
The Sheet
Click to unpack |
Running some numbers by way of example
I did this for my own guidance,
but it seems illustrative so I’ll leave it here.
Inventory sampling:
Armour: No armour/Leather armour (AC 11)/Mail
armour (AC 14)/ Half-Plate armour (AC 16)
Typical Loadout (~12 slots): heavy weapon, heavy crossbow, cranequin, 3
days of rations, light weapon, lantern, 3 vials of oil, rope, 10x pitons & climbing hammer, medium
shield.
Retooled proposal:
Character Strength
& Encumbrance slot thresholds
(lightly encumbered (1/4 STR)/encumbered (1/2
STR)/heavily encumbered(STR)/maximum load(2*STR)):
Strength 6 character:
STR 6 (unarmoured) – 1/3/6/12
STR 6 (leather – AC +1, effective
STR 5) – 1/2/5/10
STR 6 (mail – AC +4, effective
STR 2) – 0/1/2/4
Strength 10 character:
STR 10 (unarmoured) – 2/5/10/20
STR 10 (leather – AC +1,
effective STR 9) – 2/4/9/18
STR 10 (mail – AC +4, effective
STR 6) – 1/3/6/12
STR 10 (half-plate – AC +6, effective
STR 4) – 1/2/4/8
Strength 14 character:
STR 14 (unarmoured) – 3/7/14/28
STR 14 (leather – AC +1,
effective STR 13) – 3/6/13/26
STR 14 (mail – AC +4, effective
STR 10) – 2/5/10/20
STR 14 (half-plate – AC +6, effective STR 8) – 1/4/8/16
This sounds fantastic! I'll try in my next 5e campaign (soon as the DM's procrastination stops)
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