Most groups find using Encumbrance … encumbering. It’s a lot of detail to calculate and keep track of. While some players love that level of detail, other players find encumbrance a lot of fiddly tracking.
Encumbrance integrates with a lot of other rules. The Dexterity Reaction/Attacking bonus negates segments of surprise. Any physical restriction or heavy encumbrance prevents casting Somatic spells (10% failure if only bulky clothing). Thief-Acrobats can’t function when encumbered. Encumbrance limits movement. Encumbrance becomes particularly relevant when there’s a large quantity of loot to haul off!
Yet for something so integrated, it’s defined poorly. Encumbrance isn’t helped by the DMG and the PHB using different vocabulary. Carrying capacities aren’t well defined. The encumbrance tables don’t include many standard items.
What I wanted was an easy-to-use, adaptable, streamlined solution. One that also suited both types of player. What I created was a generic encumbrance system, permitting a rapid assessment of encumbrance for everyone. The generic system ends up slightly heavier than standard encumbrance calculations, so the players who wish to put that extra mileage in gain a minor benefit.
First, let’s define the various encumbered states (modified by STRENGTH bonus):
|Swimming||<=20 lbs, and/or leather armor.|
|≤ 8# (+STR modifier)||Unencumbered.|
|>=9#-35# (+STR modifier)||Normal/Light Encumbrance: As gear weight with no great bulk. Leather. No limit on movement.|
|≥ 35-70# (+STR modifier)||Moderate Encumbrance: As gear weight and/or fairly bulky. Other armors. 9” max movement.|
|≥ 70-105# (+STR modifier)||Heavy Encumbrance: As gear weight and/or bulky. Scale, splint, plate mail. 6” max movement.|
|>105-150# (+STR modifier)||Encumbered: As gear weight and/or very bulky, or swimming in magic armor (dog paddle only). 3” max movement. No DEX bonus and +2 AC. Cannot charge.|
Both gear weight and the buky, whichever is more limiting, defines encumbrance, e.g. regardless of the Strength of a PC wearing non-magical plate mail, they are heavily encumbered, and have their movement restricted.
At a simple level, the capacity for various storage devices: Pouch (5 lbs), Backpack (40 lbs), Small Sack (20 lbs), Large Sack(60 lbs lbs). Individual weights thus aren’t necessary, simply decide what could fit in a pouch, backpack, or sack, using the encumbrance values as guidelines.
Generic encumbrance values:
- 0#: clothes, normal spell components, thieves picks and tools, helmet (considered part of armor)
- 5#: full pouch, weapon (2 daggers=1 weapon, bow + arrows=2 weapons, grapnel=1 weapon, 2-handed=2 weapons)
- 5#: Shield: Small or normal(non-)
- 10#: large (bulky) shield (magical has no bulk but is not lighter)
- 15/30/45# : Leather/chain mail/plate (weight halved if magical, and one better on bulk)
- 35#: Backpack with spell book or “standard” adventuring gear (includes dagger, ¾ full)
PCs by DMG definition are capable of carrying 150 lbs, adjusted by Strength. Example stats for 16 STR (+35 lbs), carrying 45 lbs:
U<=35/L<70/M<105/H<140/E<185: 45 lbs
providing a handy reference when the data is needed.
A quick review of the few weapons and the default weight of each of the storage capacities carried defined current encumbrance.