So, shortly I'll be starting a session with mostly new players, so I want to keep things simple wherever I can. Examples of this will be ignoring food and water (except for starvation in a desert), ignoring ammunition, and for the most part ignoring encumbrance. I'm going to assume there is a mule or whatever, plus assorted adventuring backpacks such that no one has to track the weight of their entire inventory. But, I do want to implement something to govern the actual armour and weapons that a character uses for their default battle gear, so that people are forced to make some value decisions (can I afford to use up so much weight for a heavy crossbow?) and so the stronger characters feel like they can really carry a full arsenal into battle. This weight includes really only weapons, armour and non-consumable magic items/spellcasting paraphernalia - if the character wanted to swig a Potion it would be assumed they have it, but if their main weapon just fell off a cliff they can't pull out a spare greataxe unless it was part of their battle gear. We would also ignore short-term changes, like grabbing the magical hammer off the altar and using it for that combat.
So, the calculation I was thinking of was 7*Strength + 3*Constitution - 50lb, to a minimum of 20. An average 10/10 peasant could be drafted into the army and given a spear, shield and chain shirt and handle that fine, but to dress like a knight you would need to be nearer 16/14 (to match the monster entry). 18/18 has 120lb to work with - they can carry whatever they want for equipment.
What do people think? Do you have any other ideas regarding encumbrance to keep it simple for the players while still forcing them to make meaningful choices about what to carry into battle?
You said you want to keep it simple, but the equation you have there feels more complex than the standard encumbrance rule and the majority of your text seems to be about making encumbrance believable.
I don't like unnecessary book-keeping and neither do my players, so we use pretty simple encumbrance rules - every character can wear appropriate armour and carry 3 appropriate "weapon sets" which are loosely defined on purpose. So a Fighter may decide on weapons of "Sword & Shield" plus "Great Axe" and "Longbow with quiver and arrows"
It's all done on a trust basis and our group Bard is possibly carrying a bit more than he should, as he loves books and miscellaneous equipment, but it's become a joke that he has a large camping pack on his back and there have been times when he's sneaking ahead, I have asked him if he's taking his large backpack or leaving it with the others....
Ah yes, something like that might work. I guess my goal is to get the players to "embrace their weaknesses" - start at the very beginning of the game with the understanding that your character can't do everything, be everything, or carry everything. The calculation is complex, but it won't need to be recalculated very often, just after a stat increase. Generate the character, say you have 75lb to work with and let the player work out what they want to carry.
Personally I use a system similar to what ACKs uses. Everything is weighted in stone (about 10 lbs, its kinda abstract for bulk/weight). 6 Items weigh a stone 500 coins or gems weigh 1 stone.
Worn Clothes weigh 0 Stone Armour is AC-10 in stone (reduced by 1 stone if worn, and reduced by 1 per +1 magic bonus to a minimum of 0 where it counts as 1 item) Shields and Heavy weapons/gear count as 1 stone (these aren't reduced in weight for being magic, as they are still bulky) Other weapons, items (such as potions, map/scrolls in a case, magic items, etc), or a bundle (like a quiver of arrows) count as 1 item Heavy tools/kits weight 1 stone All other tool/kits count as 2 items
6 stone plus Strength bonus, is encumbered 10 stone plus Strength bonus is heavily encumbered 20 stone plus Strength bonus is maximum weight
That sounds like a solid method. Maybe whenever I think they are getting ridiculous I'll make them take an Athletics check and if they fail they have to choose some things to drop.
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So, shortly I'll be starting a session with mostly new players, so I want to keep things simple wherever I can. Examples of this will be ignoring food and water (except for starvation in a desert), ignoring ammunition, and for the most part ignoring encumbrance. I'm going to assume there is a mule or whatever, plus assorted adventuring backpacks such that no one has to track the weight of their entire inventory. But, I do want to implement something to govern the actual armour and weapons that a character uses for their default battle gear, so that people are forced to make some value decisions (can I afford to use up so much weight for a heavy crossbow?) and so the stronger characters feel like they can really carry a full arsenal into battle. This weight includes really only weapons, armour and non-consumable magic items/spellcasting paraphernalia - if the character wanted to swig a Potion it would be assumed they have it, but if their main weapon just fell off a cliff they can't pull out a spare greataxe unless it was part of their battle gear. We would also ignore short-term changes, like grabbing the magical hammer off the altar and using it for that combat.
So, the calculation I was thinking of was 7*Strength + 3*Constitution - 50lb, to a minimum of 20. An average 10/10 peasant could be drafted into the army and given a spear, shield and chain shirt and handle that fine, but to dress like a knight you would need to be nearer 16/14 (to match the monster entry). 18/18 has 120lb to work with - they can carry whatever they want for equipment.
What do people think? Do you have any other ideas regarding encumbrance to keep it simple for the players while still forcing them to make meaningful choices about what to carry into battle?
Can you clarify your goal?
You said you want to keep it simple, but the equation you have there feels more complex than the standard encumbrance rule and the majority of your text seems to be about making encumbrance believable.
I don't like unnecessary book-keeping and neither do my players, so we use pretty simple encumbrance rules - every character can wear appropriate armour and carry 3 appropriate "weapon sets" which are loosely defined on purpose. So a Fighter may decide on weapons of "Sword & Shield" plus "Great Axe" and "Longbow with quiver and arrows"
It's all done on a trust basis and our group Bard is possibly carrying a bit more than he should, as he loves books and miscellaneous equipment, but it's become a joke that he has a large camping pack on his back and there have been times when he's sneaking ahead, I have asked him if he's taking his large backpack or leaving it with the others....
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Ah yes, something like that might work. I guess my goal is to get the players to "embrace their weaknesses" - start at the very beginning of the game with the understanding that your character can't do everything, be everything, or carry everything. The calculation is complex, but it won't need to be recalculated very often, just after a stat increase. Generate the character, say you have 75lb to work with and let the player work out what they want to carry.
Personally I use a system similar to what ACKs uses.
Everything is weighted in stone (about 10 lbs, its kinda abstract for bulk/weight).
6 Items weigh a stone
500 coins or gems weigh 1 stone.
Worn Clothes weigh 0 Stone
Armour is AC-10 in stone (reduced by 1 stone if worn, and reduced by 1 per +1 magic bonus to a minimum of 0 where it counts as 1 item)
Shields and Heavy weapons/gear count as 1 stone (these aren't reduced in weight for being magic, as they are still bulky)
Other weapons, items (such as potions, map/scrolls in a case, magic items, etc), or a bundle (like a quiver of arrows) count as 1 item
Heavy tools/kits weight 1 stone
All other tool/kits count as 2 items
6 stone plus Strength bonus, is encumbered
10 stone plus Strength bonus is heavily encumbered
20 stone plus Strength bonus is maximum weight
- Loswaith
I use the "I don't worry about encumbrance at all unless I notice the players are getting ridiculous in what they're carrying" method.
That sounds like a solid method. Maybe whenever I think they are getting ridiculous I'll make them take an Athletics check and if they fail they have to choose some things to drop.