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Encumbrance represents how much gear a character can manage without loss of mobility, endurance, or combat effectiveness.
This system uses slots instead of weight. Slots represent bulk, balance, accessibility, and fatigue rather than exact mass.
A standard humanoid character has 20 Base Slots. 5 Slots are called ready slots.
These slots represent:
Worn clothing and armor
Readily accessible weapons
Normal carried equipment
Filling these slots imposes no penalties.
Characters can set 5 item slots for quick access. These will take 1 action to access and use. Hands hold one item slot each. All other slots cannot be accessed easily and may be in bags. These storage slots can be accessed outside of combat.
Ready slots are the first 5 slots in an inventory and can be accessed as free actions. The rest of the slots in an inventory take 3 actions to retrive in combat, or 5 actions in a bag or container in combat.
Training in Packcraft allows for additional slots equal to the mastery level and prevents levels of burden.
Packcraft also adds more Ready slots, 2 per training level Novice and above.
Any gear carried beyond the first 20 slots counts as Encumbrance Slots.
Encumbrance Slots represent:
Overloaded packs
Excess weapons
Heavy treasure
Awkward or poorly balanced gear
Encumbrance penalties begin once Encumbrance Slots are in use.
Encumbrance penalties are based on total filled slots.
Total Slots Filled
Encumbrance State
Effects
0–20
Unburdened
No penalties
21–23
Burdened
–10 ft movement, –1 to Stamina saves
Proficiency in packcraft ignores these penalties.
24–26
Heavy Load
–20 ft movement, disadvantage on Reflex saves
Expertise in Packcraft ignores these penalties
27–30+
Overloaded
Disadvantage on combat actions, cannot Exert.
Mastery in Packcraft ignores these penalties, up to 50 slots.
Containers allow characters to use Encumbrance Slots, not avoid them.
Container/Slots Gained/Notes
Backpack
+4 slots
Large Backpack
+6 slots
Bulky
Belt Pouches
+1–2 slots
Quick access
Bandolier
+1 slot
Light items only
Weapon Sheath
1 weapon
Hip or back
Saddlebags
+6–10 slots
Mount only
Dropped containers immediately remove their Encumbrance Slots and any items in them.
Item Type/Slot Cost
Helmet/1
Cloak
1
Light armor
2–3
Heavy armor
4–6
One-handed weapon
1
Two-handed weapon
2
Shield
1
Small items
2 per 1 slot
Tiny items
4 per 1 slot
Large item
2–4
20 coins = 1 slot
Gems and bars vary by size
Large sums quickly create Encumbrance
Visible wealth increases the risk of theft and ambush.
Dropping packs or loose equipment:
Is a free or minor action (GM discretion)
Immediately removes Encumbrance Slots
Leaves gear exposed to loss or damage
This is often the correct tactical decision.
Creature Size/Base Slots
Tiny
10
Small
16
Medium
20
Large
30
Huge
40+
Encumbrance thresholds scale with Base Slots.
Camps and bases have effectively unlimited slots
Mounts use the same system, with increased Base Slots
Secure storage prevents encumbrance and theft
Unsecured storage may be compromised by the environment or enemies