Does anyone have rules for carrying items? It just seems like one party member just adds an item into their inventory, looking at it as a video game inventory, but they are carrying like 15 long swords. Any ideas for limits, consequences, solutions? Anything will help.
Some people prefer to ignore this element of the game, but for people who enjoy a more realistic delve into adventuring and exploring... micromanaging inventory and carry capacity is vital to ensuring there is some challenge to having the right tool for the job that lies around the corner.
A backpack can only hold a single cubic foot of gear, and a longsword, even one single longsword, does not fit into a cubic foot of space. it is too long. Probably how it got its name.
Characters wouldn't be able to carry 15 of these blades without some special accommodation. What container are they placing these things in, exactly? It needs to be at least 4 feet long of a container to hold even one of these swords.
As a DM simply ask them where all these items are. If they don't have an explanation that makes even the smallest degree of sense tell them they need to shed the extra gear. A couple could be worn on the belt, maybe even a few tied together or bound up and attached to the side/top/bottom of their packs. But not 15. Ask them to account for each item and where it is. When they don't have an answer just tell them to shed the item or figure out a solution.
People who really, really, really don't like inventory management will eventually make it a priority to buy either a bag of holding or a haversack at some point. If you can tell your group hates inventory management, and you don't care to constantly babysit their realistic ability to carry stuff.. you might want to consider a bit of forced luck and allow one of these storage tools to fall into their hands.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."
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Does anyone have rules for carrying items? It just seems like one party member just adds an item into their inventory, looking at it as a video game inventory, but they are carrying like 15 long swords. Any ideas for limits, consequences, solutions? Anything will help.
Some people prefer to ignore this element of the game, but for people who enjoy a more realistic delve into adventuring and exploring... micromanaging inventory and carry capacity is vital to ensuring there is some challenge to having the right tool for the job that lies around the corner.
A backpack can only hold a single cubic foot of gear, and a longsword, even one single longsword, does not fit into a cubic foot of space. it is too long. Probably how it got its name.
Characters wouldn't be able to carry 15 of these blades without some special accommodation. What container are they placing these things in, exactly? It needs to be at least 4 feet long of a container to hold even one of these swords.
As a DM simply ask them where all these items are. If they don't have an explanation that makes even the smallest degree of sense tell them they need to shed the extra gear. A couple could be worn on the belt, maybe even a few tied together or bound up and attached to the side/top/bottom of their packs. But not 15. Ask them to account for each item and where it is. When they don't have an answer just tell them to shed the item or figure out a solution.
People who really, really, really don't like inventory management will eventually make it a priority to buy either a bag of holding or a haversack at some point. If you can tell your group hates inventory management, and you don't care to constantly babysit their realistic ability to carry stuff.. you might want to consider a bit of forced luck and allow one of these storage tools to fall into their hands.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Consider using encumbrance:
"Variant: Encumbrance
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table.
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."