Encumbrance & Spell Components Question

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Post by Treebore »

Traveller wrote:
It could be worded more clearly, don't you think?

Yeah, I think there are a number of parts in the PH that could stand to be rewritten.

Then again, I have only recently read enough of the 4th printing to realize some old things have been changed, so I need to sit down and see what, if anything, else has been rewritten. Maybe they cleaned up a lot.
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Post by cheeplives »

Well Traveller, let me address some of your issues. First, I do recognize that M&T does not follow the EV system, but I wasn't attached to it... it seems that the writers for M&T either didn't like the EV system or it wasn't enforced for them to follow it. Editing issue.

But to address the rules... I don't see why the EV rules as written couldn't apply to animals as well. 10 base plus four more (since pack animals will almost always have Physical Prime). That give them a base of 14... maybe bump it up 4 for larger creatures. Done!

AS far as the magic item thing goes... that's a house ruling... and the EV system can handle it with the Ad Hoc rules... you have the base dimensions of the item and you can use the "Very Light" modifier to reduce the EV of magical items. Or just eyeball that a normal version is X so the "weightless magical version" is X/2.

Yes, the rules could be clearer... in the end, I'd probably just give two EVs for all Capacity items one for "mostly empty" and one for "full"... that'd be an easier way to do it... but I'm not re-writing anything unless I'm asked by the Troll Lords... after all, they've never successfully put all of the EV rules in any rule book as of yet...
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Post by Go0gleplex »

No offense intended; but I find using weight far less confusing and cumbersome than I do the EV system. We tried using it at first, but after almost an hour of frustration with it, everyone opted to revert to what we clearly understood.

And if you're talking a donkey or horse, it would be closer to double the base EV in terms of what they can actually pack on without being unduly burdened.
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Post by Traveller »

Cheep, I wasn't holding you responsible for Monsters & Treasure, and I thought I made that apparent. If not, I apologize for my lack of clarity in my response.

That said, I have to disagree that magic item EV is something that should be house ruled. If the item has mass and bulk, it has an EV. Magic item EV can be handled with "ad hoc encumbrance" and the "very light" modifier, but it shouldn't have to be. Those numbers should be present in the magic item tables. The fact that you weren't consulted on a game mechanic that by its very nature needs to apply to everything in Monsters & Treasure is...simply astonishing.

The inconsistent application of what are supposed to be core rules within the books is something that is going to frustrate Joe Average out there, the guy who doesn't read these boards (or other RPG boards for that matter) and wants a game that is simple to play. We who frequent these boards are but 1% of the whole, and this game (as much as we like it or love it) cannot be geared strictly for us one-percenters.

There are two things that need to be done with the rule system:

1. The PHB and M&T need to be treated as one book for purposes of picking through the system and ensuring that inconsistencies are eradicated. Once this is completed, the system should be relaunched, and the changes documented. Which leads to point number 2.

2. There needs to be a SRD. Saying "the books are the SRD" is not acceptable. The lack of a SRD I believe discourages others from writing for the system. Whether this is a good idea or bad idea is up in the air, but the Castles & Crusades system still needs a SRD.
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Post by Troll Lord »

Traveller wrote:
Cheep, I wasn't holding you responsible for Monsters & Treasure, and I thought I made that apparent. If not, I apologize for my lack of clarity in my response.

That said, I have to disagree that magic item EV is something that should be house ruled. If the item has mass and bulk, it has an EV. Magic item EV can be handled with "ad hoc encumbrance" and the "very light" modifier, but it shouldn't have to be. Those numbers should be present in the magic item tables. The fact that you weren't consulted on a game mechanic that by its very nature needs to apply to everything in Monsters & Treasure is...simply astonishing.

The inconsistent application of what are supposed to be core rules within the books is something that is going to frustrate Joe Average out there, the guy who doesn't read these boards (or other RPG boards for that matter) and wants a game that is simple to play. We who frequent these boards are but 1% of the whole, and this game (as much as we like it or love it) cannot be geared strictly for us one-percenters.

There are two things that need to be done with the rule system:

1. The PHB and M&T need to be treated as one book for purposes of picking through the system and ensuring that inconsistencies are eradicated. Once this is completed, the system should be relaunched, and the changes documented. Which leads to point number 2.

2. There needs to be a SRD. Saying "the books are the SRD" is not acceptable. The lack of a SRD I believe discourages others from writing for the system. Whether this is a good idea or bad idea is up in the air, but the Castles & Crusades system still needs a SRD.

No Travler!!! It cannot be written any clearer! It is PERFECT.
A few points before I address Travelers legit comments.

1) I have seen no slow down in sales of the PH (well except in May) beyond that we are heading toward a 5th printing of the book. Sales have been good, very good (I'm pretty sure we are over the 10,000 rules sets sold so far). So the slow down we've seen on the boards is not reflected in the success of the game. Any rules inconsistencies have not negatively impacted the game, unless of course there would have been X number more of sales.

2) The boards have been slowing down for about 3 months. It has little to do with the rules in C&C. I suspect it has more to do with the use of Facebook, Twitter and the Trolls Tusk. Maybe, maybe not. I'm not really sure.

3) Peter is no longer active on these boards at my request. He has 42 million art projects to do, not least of which is interior for CKG and the battle tiles for Fields. Not to mention bringing color to the art in the PH...and of course just wrapping on the M&T of Aihrde.

So those small items out of the way, on to business.

I like the encumbrance system that Josh designed for C&C. I always have. I don't really understand the complaints about it, but that is perhaps reflective of my insider track for the whole thing. I will categorically say that the examples provided in encumbrance are a blistering mix of too many numbers.

But my opinions on whether it works or not are only marginally relevant. Its like the sleep spell. I thought it was written confusingly, so did Todd and so did Mark. We all three had problems with it. We were talking to Mac about it and he got a little defensive and said it makes perfect sense, you just reading it wrong. I got a good laugh out of that, and told Mac that if 3 out of 4 people reading your work are confused, it needs addressing.

Encumbrance has this issue. It is the single most commonly mentioned thing on these boards as being broken, or not broken rather, but in need of a second look....I should say that "core" book is the most mentioned thing on these threads and encumbrance the 2nd. hahaha

So it does need a second look. I might understand it, like Mac the sleep spell, but if a significant number of other people don't, then it needs a retooling.

But Trav's thoughts on the M&T/encumbrance are interesting and enter into an area where we, the publishers, not the gamers, have to tread with extreme care. There is a serious design philosophy that goes into C&C. This goes beyond the simple mechanics of the game, and spans into our (TLG's) being interested in developing and or marketing of the game. We decided in the beginning that the customers have to be, to some extent, self-reliant. I know to you that this does not seem that important, but to me and Mac, Davis and Todd it really does, it plays into the long grueling experience we had selling Dungeons and Dragons, d20; this is an experience none of us have any interest in repeating. It might seem that such a response is counter-intuitive to an interactive fan-base..."make it up"...but its is a serious design philosophy of the game and one that I firmly believe plays into the rather significant number of sales the C&C PH has had, especially compared to other genre games. (ask me about Mac's opinion of the CKG some time).

So with that as our backdrop. What's to be done about the M&T not having an encumbrance system combined with the treasures? This is a valid point as encumbrance is built upon weight and cross referencing the value from PH to M&T won't completely work. That Josh is correct that the rules aren't really inconsistent as the ad hoc encumbrance will work, just don't factor in weight...of course you have to know not to factor in weight.

Correct me if I'm missing some germ point here, as I said earlier, the encumbrance system seems to work for me.

Now, will I give an encumbrance value to each magic item? Probably not. What will probably happen is that I'll insert a short paragraph referring CKs to the ad hoc system and laying the onus upon them to figure up the encumbrance of a magic items as in my experience this is seriously house-ruled...Todd for instance gives all magic items a free pass on encumbrance.

I'm glad this topic has come up now though, and Trav, I appreciate the points you've made mainly because I finished the equipment chapter a few weeks ago and left a giant blank spot for encumbrance as I've not decided what to say or not to say...now I'll definitely address the magic items encumbrance mess.

Steve

ps: I'm not sure what value an SRD will have aside from helping others write for the system, a valid tool no doubt, but I can promise you it will not be done until the CKG is finished, printed, and of my desk.
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Post by cheeplives »

I don't have my M&T lying around, so I don't know what weights are listed, but most research I've found says that "pack animals" generally can carry about 20% of their total weight safely in "Dead Weight" or 30% in "Live Weight"... So for a mule, that might be around 200 lbs. and a horse around 250 lbs. or so... so that's around 4 suits of plate armor (50 lbs each) before you start getting into "Dangerous" territory for a mule or 16 EV... which is right in line with my proposed 14-18 EV base... the mule is unencumbered up until that point... I stand by my statement, no need to double the base. Combine the 14 to 18 base with good use of Capacity items and you can get a bunch of stuff on them. But too many RPGers think of Horses/mules are aas the pickup trucks of the medieval world, which they just aren't. They really aren't that much better at carrying things than we are... a little bit, but not much. Mostly they're just larger and thus stronger... if nothing else, this probably teaches me that my base for humans is too high.
Having said all that, I dont' have a problem with RAW either. M&T follows a whole host of different rules for creatures over PCs... and the Equipment list gives weights for things as well... I don't see a problem with treating pack animals with Weights rather than EV and thinking of EV as a purely "humanoid-centric" concept. YMMV, but to me it's no more of a logical departure than having Physical Primes for Horses while characters have individual Primes for stats.

As far as the real "meat" of the rules change that I'd do for the sake of clarity and ease would be to re-do Capacity. Instead of 1/2 of the contents EV and all that I'd use the following:

[quote]Code:


Where the EV for Capacity items has two listed, min and max. The rule would be to use the min value if the item is less than 1/2 full and the max otherwise. So a Travel Trunk carrying 2 EV of stuff would be 2 EV whilst a a Large Chest carrying 6 EV would be 16 EV total. This means a sack with 4 EV is still only 1 EV but adding 1 more EV bounces it up to 7... it creates weirdness, if you think hard about it, but it favors speed over "realism" much like Levels and Classes and all kinds of other things we accept in RPGs. Also, some capacity items have volume listed (in gallons, pints, etc)... the so the Large Barrel can carry 9 EV of stuff or 32 gal of liquid... just to make things easier

So, using the book example, it'd be re-written to say the following:

Thus, a character that has a backpack carrying a bedroll (EV 3), hammer (EV 2), 50 nails (EV 1), and one torch (EV 1) would have a total EV for the items of 7. This is more than 1/2 of the Backpack's Capacity, so the Backpack and all it's items inside would have an EV of 6 (w).

How's that for a possible "fix" to make things easier. and Go0gleplex... what exactly was it that you found to be "cumbersome" in the rules... I fail to see it beyond the capacity items, which I admit were probably needlessly complex. But otherwise, it's just the same thing as totalling weight but using much smaller numbers.
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Post by serleran »

Quote:
it seems that the writers for M&T either didn't like the EV system or it wasn't enforced for them to follow it

As primary writer, I can honestly say -- there was no official encumbrance system when it was written. We were still batting around concepts for what it would be, as we'd gone through two different ideas, and there were a few others on the table. I was asked to not include anything specific as it was decided that it would be added after the final decision was made on how it would work in the PHB. And then, I was gone for like 6 months of development (moving 3000 miles). Because of this, M&T was delayed and did not necessarily get all the attention it may have needed in every area.

Hell, I didn't even have the final draft of the PHB when I finished my part of M&T, basing what I did off what I knew was the intent, and guessing where it was going... based on that, I'd say it came out pretty dang well, overall.
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Post by Troll Lord »

serleran wrote:
As primary writer, I can honestly say -- there was no official encumbrance system when it was written. We were still batting around concepts for what it would be, as we'd gone through two different ideas, and there were a few others on the table. I was asked to not include anything specific as it was decided that it would be added after the final decision was made on how it would work in the PHB. And then, I was gone for like 6 months of development (moving 3000 miles). Because of this, M&T was delayed and did not necessarily get all the attention it may have needed in every area.

Hell, I didn't even have the final draft of the PHB when I finished my part of M&T, basing what I did off what I knew was the intent, and guessing where it was going... based on that, I'd say it came out pretty dang well, overall.

LOL that M&T was a wild ride!

Steve
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Post by serleran »

Was? It still is my friend. It still is.
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Post by Christina Stiles »

Troll Lord wrote:
There is a serious design philosophy that goes into C&C. This goes beyond the simple mechanics of the game, and spans into our (TLG's) being interested in developing and or marketing of the game. We decided in the beginning that the customers have to be, to some extent, self-reliant. I know to you that this does not seem that important, but to me and Mac, Davis and Todd it really does, it plays into the long grueling experience we had selling Dungeons and Dragons, d20; this is an experience none of us have any interest in repeating. It might seem that such a response is counter-intuitive to an interactive fan-base..."make it up"...but its is a serious design philosophy of the game and one that I firmly believe plays into the rather significant number of sales the C&C PH has had, especially compared to other genre games. (ask me about Mac's opinion of the CKG some time).

Steve, Casey had to keep reminding me of this philsophy while I was editing Fields of Battle. Having written/edited almost exclusively for d20 over the years, I kept wanting to understand the "why" behind a lot of the game's decisions and to see the math. You are right in that sometimes that type of info convolutes things. We did more "winging it" back in the early days of D&D(AD&D). Now, though, I find it ingrained in me to want that info and to have it explained logically and used consistently. I think a lot of members on the boards might be suffering from this same need. Perhaps complexity in other games has warped us.
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Post by TheMetal1 »

I was inspired by this thread to puruse the offical two pages of rules on encumbrance in the Players Handbook. It should be noted, that regardless of how you all use encumbrance, the very first 'official' rules on the subject in the PHB is as follows:
Quote:
The easiest manner to determine how much a character can carry is simply to imagine what is being carried and decide whether or not it makes sense to have that much equipment and how that potentially affects the character's movement and ability to perform certain actions. Havein a player describe where the many items being hauled are located on the character's body and then have them imagine it should suffice to maintain control over the amount of material being carried and players eventually begin setting their own limits. (PHB, 3rd Printing, Page 44)


That is easy and makes sense. A one paragraph ruling completely in line with the rules-lite approach and design that is Castles & Crusades. We imagine it. If it seems like they can carry it - cool. If not, dock 'em with some penalties. Perhaps the only thing to add would be suggestions here - like move reduction or dexterity problems. Though admittedly we see that very shortly.

Ok, so despite our freedom to game, we still want limits - we want laws - we want more rules - we want to be boxed in - only to chuck it all out with our house rules anyway. But enough of that. The Trolls get it, we need some sort of boundary, so immediately following this most freedom loving official rule, they give us some easy to understand boundaries for encumbrance. Mind you when you ditch the drawings and info on expert weapons, along with the Intro - this is really only one page of actual encumbrance rules... 1 PAGE! (That's a good thing IMHO)

You've got 4 Tables imbedded in this one page of rules, which almost take up half a page of the one page rules, throw in the highlighted example and you're left with a half a page of written rules. Let me say that again. 1/2 page of rules.

To me it's pretty simple. Base 10 add your STR Modifer, add +2 if you have PRIME in STR and/or CON (these stack too so you could have +4). That's the Encumbrance Rating (ER) for your Player or NPC.

Anything over that initial value is Light, anything doubled is Moderate, anything Tripled is Heavy, anything Quadrupled is Overburdened with the penalties as described by the Chart.

If the PCs want something that I didn't anticpate well, I just use the two charts for Bulk and Weight, using the largest dimension (lenghth, width, or height) of the object as a starting point. And adding +2 for other dimensions that are over 1 foot.

When indoubt - I default back to the first and most important official rule for encumbrance. The Trolls didn't name it anything, but I will. It's called Rule 1 - The Rule of imgaination.

Ok, all that being said. I'm glad to hear the stories behind the development of PHB and M&T and how encumbrance fit into it all. Having the EV for the Treasure would be helpful in the next printing and I don't think would take that much effort considering the PHB already has much of the items with their EV standarized. The only thing needed to take off for would be weight (lesser perhaps because it's magic or more so because they're cursed). Further adding some rules for pack animals would be helpful as well. Yes, I got it I can re-read my own words about Rule 1. BUt like all of you, I still like to see the stats in ink (or digits for that matter).

Anyway, +1 on the Encumbrance rules as written. I think their simple, easy to understand and implement and wouldn't change them.
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Post by Joe »

cheeplives wrote:
It's funny, when I wrote up the EV system, I did it to try to make encumberance "easier" to track (heck, just look to StarSIEGE to see how much I try to keep encumberance "easy"). I thought by keeping numbers low and providing a method to quickly "eyeball" EVs not found on the chart, it would make for a faster way to track things. After all, you're never really adding more than single digits together, rather than tracking weights of things and such.

It's weird to me that people would rather track the large numbers that come with weight rather than smaller single digits which tries to model both weight and bulk... I mean with the EV system as written you're really looking at adding things up to 40 EV (56 for people with both STR and CON prime). Meanwhile, 3.5 has values going into the hundreds (up to 300 lbs. for STR 18). I mean, a Braod Sword, a Medium Steel Shield, and Plate Mail puts you at 9 EV right away... that's pretty quick to eyeball and you're not even Encumbered at that level. Meanwhile you'd instead have 68 lbs (which is a Medium Load in 3.5 for everyone with STR less than 16) if you were doing it "by weight". Heck, you'd need to have the table memorized to even know that you're burdened at 68 lbs....

Oh well... I'm not sure why I'm here making a case for something that is bascially a matter of opinion, but I just wanted to come to the defense of a system that was my best attempt to mechanize an "eyeball" Encumberence system and keep most of the large number accounting out.

It is the abstract vs real life.

In real life I fought wildland fire for many years and I can still tell you what 50 pounds, or even 5 gallons of water strapped to your back feels like.

I have no idea what encumbrance value 4 feels like though.

85 pounds is what a smokejumper is expected to hump off the hill. So I have a real life reference to what heavily encumbered feels like.

We would weigh everyones gear before it went onto helicopters, we never dealt with anything more abstract that pure weight. It is the added layer of abstraction that turns folks off to the encumbrance system raw.

Give me a 35 pound of dogfood and I know what I am dealing with. Encumbrance values levels mean nothing. Being encumbered with so much wet fire hose that I can hardly drag it a few feet means something to me.
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Post by Troll Lord »

Christina Stiles wrote:
Steve, Casey had to keep reminding me of this philsophy while I was editing Fields of Battle. Having written/edited almost exclusively for d20 over the years, I kept wanting to understand the "why" behind a lot of the game's decisions and to see the math. You are right in that sometimes that type of info convolutes things. We did more "winging it" back in the early days of D&D(AD&D). Now, though, I find it ingrained in me to want that info and to have it explained logically and used consistently. I think a lot of members on the boards might be suffering from this same need. Perhaps complexity in other games has warped us.

Many people discount this or think we make the announcement because we are lazy, but really it stems directly from how I ran my AD&D game. Very, very rules light. When Davis, in frustration at my constant problems pitching our d20 stuff (it was off here, off there, the stat block was odd looking etc etc) I told him that I would be happy selling something that was easy to play. It has to be easy to play. This was a huge issue for Davis as he loves rules, rolemaster being his favorite game and once Mac entered the fray, he got more turbulent as he wants something in the middle. It was many heated discussions and playtesting that ended with me mostly saying: "I don't know what that means?" The rule being this: if I can't understand it in the first pass it must be rewritten . . . and though I'll read a 500 page book on Henry II with great joy, I can't read a paragraph of rules without becoming catatonic with boredom.

But this design philosophy is part of the game.

The logical cohesion your talking about is true to all adults, highlighted for me years ago when, in frustration at some encounter, Mac shouted out: "that's not how gnomes are in the real world!!!"
The problem is we want there to be a cohesive logical approach to things like encumbrance when, really when a potion can make you fly and the DM is trying to tell a story its tough to do.

But even beyond that, its also about the children.."won't somebody think of the children!" hahah I run a game of 8-year olds at Troll Con and other shows. These kids really don't care a rip about these internal rules consistencies, they want to cleave things in half....I'm making a pointed reference to Jake, AJKim's son.

Now that said, Traveler has a legitimate point about the MT and consistency sake. Robert is right too, he wrote those monsters without a PH, only a rough outline of the stat blocks. I'll address this somewhat in the CKG (the carrying capacities are already address in Tables 3.7 and 3.8 in Chapter 3: Equipment).

AND we will eventually, sooner than you think, have a massive game book compiled, that includes PH, MT and pertinent crap from CKG and Crusader in it. That with a multitude of other projects.

Steve
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Post by Omote »

Troll Lord wrote:
AND we will eventually, sooner than you think, have a massive game book compiled, that includes PH, MT and pertinent crap from CKG and Crusader in it.

Steve

Quoted and bolded for massive awesomeness.

I think if we take anything out of this discussion, this is it.

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Post by Christina Stiles »

Troll Lord wrote:
Many people discount this or think we make the announcement because we are lazy, but really it stems directly from how I ran my AD&D game. Very, very rules light.

...

It has to be easy to play.

That is what drew me to the game (and to Savage Worlds) in the first place. The older I get, the less complexity I really want when RUNNING my game. I just need to re-train the writer/editor part of me (lol!) or start working on Pathfinder material.
Quote:
AND we will eventually, sooner than you think, have a massive game book compiled, that includes PH, MT and pertinent crap from CKG and Crusader in it. That with a multitude of other projects.

Sounds good! Keep 'em coming.
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Post by Go0gleplex »

I think Joe summed it up nicely. EV is just a number, sort of like a variable in algebra. It means nothing without context. Weight is itself context to me. And being an engineering type, dealing in exact numbers is easier than trying to figure what is meant by some of the EV rules, such as subsumption of EV by the backpack. It really wasn't explained clearly in the PHB.

And for all that the numbers are purportedly larger by weight, in comparison to the numbers I dealt with on a daily basis, they're virtually nothing to deal with and take me far less time to figure out.

I'm not saying your EV system is bad...just that it doesn't work for me or the group that I had.
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Post by Naleax »

Joe wrote:
Give me a 35 pound of dogfood and I know what I am dealing with. Encumbrance values levels mean nothing. Being encumbered with so much wet fire hose that I can hardly drag it a few feet means something to me.

I think Joe has a good point here. I'm currently learning the EV system in C&C because encumbrance is going to factor into my current campaign. I'm so used to using pounds and knowing what items weigh that i'm scratching my head wondering if i should bother with EV's or just use pounds and carrying capacities. This reminds me of the Imperial and Metric systems.

I would almost expect so see encumbrance dealt with like it was in the old school editions of D&D and the EV system as an optional method in the CKG. But its not that way. I'm going to investigate the EV system and give it a go, but I really want to keep encumbrance as simple as possible and the first thing that runs through my mind as a CK and a player is that everyone at the table is going to have to learn this system of encumbrance which adds some complexity in the learning, tracking and remembering.

Hmm, it just hit me that not all equipment is on my CK screen which probably means that neither are the AV's for easy referencing.

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Post by cheeplives »

Joe wrote:
It is the abstract vs real life.

Give me a 35 pound of dogfood and I know what I am dealing with. Encumbrance values levels mean nothing. Being encumbered with so much wet fire hose that I can hardly drag it a few feet means something to me.

But the book lists both, so you can combine the abstract with the concrete.
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Post by Breakdaddy »

The simple way:

An average character can carry ten items roughly equivalent to

a weapon in size and weight.

Such items include:

a weapon

a quiver of arrows

a case of quarrels

a scroll

a bottle

a lantern or torch

a sack of coins (about 150)

Small items such as rings and amulets are not

counted. Armour is also excluded from thisthe

encumbering effect of heavy armour on a character

not trained to use it is already allowed for in the

combat rules.

Weaker and slighter characters cannot carry as

many items as this. A character of Strength 3, 4 or

5 is allowed only six items. A character of Strength

6-8 is allowed eight.

Powerful characters can carry more. A character

whose Strength score is 1315 can carry up to

twelve items. A character with a Strength of 16 or

more can carry fourteen items.

If you havent watched the TLG video on encumbrance it's priceless if you want to estimate weight and bulk carried by an average caveman.
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Post by Treebore »

I liked the EV system because not only did it allow you to account for weight, but the bulk of an item is also considered.

I don't care if an object is only 40 pounds, but if it also take up 12 cubic feet of space, your not going to carry it and walk/travel easily, and the C&C Encumbrance system takes bulkiness into consideration.

In most cases, weight alone takes care of everything, and in most cases the EV value takes only the weight into account, but when it comes to the bulky space an item takes up, especially when you want to put an item inside of another storage, gives you an added dimension of realism in a pretty simple way.

I agree things can be better explained, and as cheaplives pointed out, the Trolls have yet to put the entire write up into the book. So unless you also look at the errata, and see how its supposed to fit together with what is in the book, its going to remain confusing.

So in the rare cases where I will care about encumbrance, I'll definitely use the EV system.
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Post by cheeplives »

Breakdaddy wrote:
The simple way:

An average character can carry ten items roughly equivalent to

a weapon in size and weight.

You're right... that is simple... and will lead to as many questions as the EV System. How many "weapons" worth is a suit of armor (to carry, not to wear)? How about a casket? How many "weapons" can a Horse carry? Is a dagger one weapon or one-half? Not trying to be rude, but it's just that you've pretty much described what I was aiming for but gave it as rigid a rule structure while still being quick to use (save capacity items, but I think the fix I posted above would resolve that issue too).

As far as my "perfect" Encumbrance system... it's in The Riddle of Steel. It's basically: Look at the following four series of portraits and point to what you're character looks like according to your equipment list. Whatever picture applies, is your Encumbrance level. It's very similar to the Troll Lord video in many ways... Basically you're considered Lightly Encumbered the moment you put on any heavier armor or try to carry anything more than a weapon or two and a light pack... It informed the low numbers and such of the EV System as I tried to systemize it.

The one thing that I both regret and love about the EV System beyond the fact that it accounts for Bulk as well as weight is that Backpacks and such actually do something about saving you "space"... most games having a backpack doesn't do anything other than give you something you can quickly drop and get "Encumbrance Savings". I firmly believe that we built such things because it makes things EASIER to carry and that needed to be reflected in the system. In the end, I ended up making it more difficult than it should be, however... I think the two EV (mostly empty/mostly full) for carrying items is the best way to go now... quick and to the point.
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Post by Traveller »

Troll Lord wrote:
So with that as our backdrop. What's to be done about the M&T not having an encumbrance system combined with the treasures? This is a valid point as encumbrance is built upon weight and cross referencing the value from PH to M&T won't completely work. That Josh is correct that the rules aren't really inconsistent as the ad hoc encumbrance will work, just don't factor in weight...of course you have to know not to factor in weight.

Steve, I did say the encumbrance rules can work. I just think they need a bit of tweaking and rewriting. But the M&T issue is twofold because of a lack of consistency in the rules between the two books:

The first issue is beasts of burden and other creatures that can carry things not having EV values for their carrying capacity. Because there is no carrying capacity in terms of EV, just weights in pounds, our intrepid adventurers (in true Murphy's Rules fashion) cannot carry anything on their mounts. Needless to say, our intrepid adventurers can't really be adventurers without something to carry the treasure back, whether it be a horse or donkey.

The second issue, and the one that can be handled by ad hoc encumbrance rules, is the EV of magic items and treasure in general. I can understand the fact that this is heavily house ruled, since as you note, Todd treats all magic items as having EV0. But, that handwave doesn't take into account the non-magical treasure out there (gold, silver, copper, gems, non-magical rugs, tapestries, candleabras, statues, etc.).

I can understand the idea of magical items being designed through ad-hoc encumbrance. Non-magical treasure on the other hand should have its EV spelled out, if only to maintain consistency with the rest of the rules. The blanket statement Christina made that added complexity has warped our collective viewpoint however I believe to be false. By that statement, playing AD&D at all forever altered us.

In a nutshell, if OD&D (aka the three little books in the brown or white box) can consistently use the gold piece as a unit of encumbrance throughout its rules, both as a measure of how much a man can carry and as a measure of both how much an item weighs as well as how much an item can carry, there is absolutely no reason that Castles & Crusades cannot do the same.

It's not about complexity. It's about understanding how the rules work together to provide the best experience possible, and at this point in time, the current state of affairs in Monsters & Treasure precludes providing the best experience possible, because the rules do not work together.
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Post by Breakdaddy »

cheeplives wrote:
You're right... that is simple... and will lead to as many questions as the EV System. How many "weapons" worth is a suit of armor (to carry, not to wear)? How about a casket? How many "weapons" can a Horse carry? Is a dagger one weapon or one-half? Not trying to be rude, but it's just that you've pretty much described what I was aiming for but gave it as rigid a rule structure while still being quick to use (save capacity items, but I think the fix I posted above would resolve that issue too).

As far as my "perfect" Encumbrance system... it's in The Riddle of Steel. It's basically: Look at the following four series of portraits and point to what you're character looks like according to your equipment list. Whatever picture applies, is your Encumbrance level. It's very similar to the Troll Lord video in many ways... Basically you're considered Lightly Encumbered the moment you put on any heavier armor or try to carry anything more than a weapon or two and a light pack... It informed the low numbers and such of the EV System as I tried to systemize it.

The one thing that I both regret and love about the EV System beyond the fact that it accounts for Bulk as well as weight is that Backpacks and such actually do something about saving you "space"... most games having a backpack doesn't do anything other than give you something you can quickly drop and get "Encumbrance Savings". I firmly believe that we built such things because it makes things EASIER to carry and that needed to be reflected in the system. In the end, I ended up making it more difficult than it should be, however... I think the two EV (mostly empty/mostly full) for carrying items is the best way to go now... quick and to the point.

Well, that's a lot of words right there. The simple system (which is from Dragon Warriors RPG) I mentioned works for me. It will not work for every group.

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Post by serleran »

Judging complexity is a matter of preference. Me, I don't want any encumbrance system, at all. I don't want the game telling me what I can allow my players or characters to have. Do 30 pieces of chalk really make me run slower? Really? And a roll of twine makes me fatigue after 3 hours bearing its enormous load... really? Yeah, no thanks. High heroic fantasy for me, and if that means breaking all bounds of "logic" then good. It is fun, to me.
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Post by Joe »

cheeplives wrote:
But the book lists both, so you can combine the abstract with the concrete.

Of course and this is what is usually done if anything at all.

But the reality is regardless of if it "works" or not...

1. Do folks understand it easily?

2. Do folks bother to use it?
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Post by Joe »

serleran wrote:
Judging complexity is a matter of preference. Me, I don't want any encumbrance system, at all. I don't want the game telling me what I can allow my players or characters to have. Do 30 pieces of chalk really make me run slower? Really? And a roll of twine makes me fatigue after 3 hours bearing its enormous load... really? Yeah, no thanks. High heroic fantasy for me, and if that means breaking all bounds of "logic" then good. It is fun, to me.

A freaking men!

For once I agree with Serl completely!

it's fantasy adventure folks.

If you want your freaking city boys to stumble in the jungle just have them do it.

If you want the bridge to collapse under the fat guy go for it!

You don't need a freaking encumbrance system and another set of numbers to track in order to do this!

Christina is right...we have all become slaves to the perception that complex means better.

It is a fantasy game of the mind.
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Post by Traveller »

But this discussion is no longer about how we use the encumbrance system in our games, or even if we use it. The discussion is about the system as written. And as written it's not consistently applied, when it needs to be as a base system that appears in the rules.

We are not the only people who play this game, and the people who do not frequent this board or bother with Internet discussion of the game at all far outnumber those of us who frequent this board on a regular basis. No one is stopping anyone here from ditching encumbrance for another system they like or ditching it completely. In fact, I make it plain that I do not like the encumbrance system specifically because it doesn't tie itself to a real world measurement. But such comments as what Joe makes in his last post really do not add to the discussion, and amount to nothing more than a hand wave and a dismissal.

Or in simpler language, "shut the f**k up and play the damn game."

Sorry...I can't do that, because I'm not selfish enough to think of myself when there are others out there that can benefit from this kind of thing.
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Post by serleran »

This is how I would handle encumbrance value for magical items:

All magical items with a "plus" are considered "worn" and therefore automatically reduce encumbrance value by 1. Further, for each additional plus, the encumbrance is reduced another point. Plate mail +5, for example, would reduce its normal (based on the nonmagical variety) by 6 points. Encumbrance value may be reduced to 0.

Magical items which do not readily have an equivalent such as a scroll, wand, potion, and the like, unless perceived to be very large in size, have an encumbrance value of 1 per 4 items; these cannot be considered "worn" but may be reduced by being stored.

I'd have to go through M&T and see what beasts of burden (and monsters for that matter) could use a carrying capacity before trying to provide a value.
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Post by Christina Stiles »

Traveller wrote:
But this discussion is no longer about how we use the encumbrance system in our games, or even if we use it. The discussion is about the system as written. And as written it's not consistently applied, when it needs to be as a base system that appears in the rules.

My comment above was about Steve's philosophy of C&C, not anything about the encumbrance rules. I was just commenting how I tend to look for complexity in games now that I've been exposed to so many complex games. I'm certainly not waving off what you are saying above. As an editor, I am all about consistency/standardization. If something is listed in the game somewhere as a rule, then I agree that it should be used throughout (whether gamers ultimately decide to use it or not). It's just logical.

So, we are actually in agreement.

We, of course, learned in the thread why encumbrance wasn't in the M&T, but it would make sense to bring it in line in future printings.
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Post by Troll Lord »

Traveller wrote:
But the M&T issue is twofold because of a lack of consistency in the rules between the two books:

The first issue is beasts of burden and other creatures that can carry things not having EV values for their carrying capacity. Because there is no carrying capacity in terms of EV, just weights in pounds, our intrepid adventurers (in true Murphy's Rules fashion) cannot carry anything on their mounts. Needless to say, our intrepid adventurers can't really be adventurers without something to carry the treasure back, whether it be a horse or donkey.

I guess I don't see that as serious an issue as you do. The books don't account for the volume in the average treasure trunk either (though the CKG does) so any new player wouldn't know how to actually fill a trunk. The designer and player assume certain things.

The other side to remember is something Josh touched on earlier; the rules that apply in the M&T are categorically different than those applied to characters. I've never once, in 20+ years of DMing/CKing figured up whether my hill giant was encumbered or not, nor the mule being led by the characters. The amount a beast can carry is based upon weight and weight alone so the CK and Player have a clear reference point as to the amount they can carry. Correct me if I'm wrong but the encumbrance slows you down because it interferes with your ability to move. A pack animal's packs are carried purely on their backs and kept away from the means of locomotion, therefore the load cannot slow them down unless it is too heavy for them to carry.

I'm half joking here of course, but I'm not joking that the M&T is not the PH and a different set of rules apply to monsters than characters. The mule is a monster and in the end zone the CK does not have to worry about encumbered beasts of burden.
Traveller wrote:
The second issue, and the one that can be handled by ad hoc encumbrance rules, is the EV of magic items and treasure in general. I can understand the fact that this is heavily house ruled, since as you note, Todd treats all magic items as having EV0. But, that handwave doesn't take into account the non-magical treasure out there (gold, silver, copper, gems, non-magical rugs, tapestries, candleabras, statues, etc.).

I can understand the idea of magical items being designed through ad-hoc encumbrance. Non-magical treasure on the other hand should have its EV spelled out, if only to maintain consistency with the rest of the rules.

I'm sorry dude, but here I have to completely disagree with you. Whereas the assumed weightlessness of magic items accounts for some problems the non-magical items are completely unquantifiable. I don't know what size of tapestry serleran is going to award his players so I can't fix an encumbrance. He may have a 5000gp tapestry that is 2' x 3'. I don't know what size the candle holder is or the statue. You have to use the ad hoc encumbrance for that to determine weight and size. The M&T doesn't establish any size or weight for any extra-ordinary item given and it doesn't for a reason. I don't know what kind of treasure serleran wants to give so i can't give it a size or weight, just a chart that gives him a ball park of scroll case = to this amount.
Traveller wrote:
The blanket statement Christina made that added complexity has warped our collective viewpoint however I believe to be false. By that statement, playing AD&D at all forever altered us.

You actually bring up a good point here. We are colored by our D&D. You said earlier that all previous systems of D&D have established that magic items are weightless. I took that at face value being an old fan of AD&D.

But when I brought this thread to Mark's attention this morning, he looked at me weirdly and said "But I thought magic items in C&C have weight." That made a light go off in my head.

Your concern about new players not understanding the encumbrance rules assumes they enter into the game believing that magic items have no weight. Perhaps they do, perhaps they don't, but it is as equally possible that they just assume they have weight and reference the equipment list encumbrance list. A +5 holy avenging longsword has an encumbrance value of 3.

I've had many, many emails on C&C. Many of them with rules questions and the like, but never once has anyone complained/questions about the encumbrance rules not being equivalent between eh PH and MT. They've said its bulky, not Siege mechanic, not this or too complex, but never this.
Traveller wrote:
In a nutshell, if OD&D (aka the three little books in the brown or white box) can consistently use the gold piece as a unit of encumbrance throughout its rules, both as a measure of how much a man can carry and as a measure of both how much an item weighs as well as how much an item can carry, there is absolutely no reason that Castles & Crusades cannot do the same.

It's not about complexity. It's about understanding how the rules work together to provide the best experience possible, and at this point in time, the current state of affairs in Monsters & Treasure precludes providing the best experience possible, because the rules do not work together.

I think how the rules are written and read its natural to assume, like Mark did, that magic items have weight and therefor encumbrance equal to that expressed in the PH equipment list. If not listed then the CK must check the ad hoc system and figure it out.

The more I think about this the more I think the fault lies with you and me. We are assuming that the rules are not consistent because we are assuming that magic items have no weight. But I didn't write the encumbrance rules and they were approved by Mac and Davis, both of whom signed off on them before I looked at them. Knowing Davis and the way he games (I can't call him as he is in Milwaukee at a funeral right now) I will bet a large sum of money that magic items have weight and it never occurred to him to assign them a different encumbrance value because they have weight.

Does that make sense? I'm not being argumentative Trav, I just don't agree with your assessment of the lack of clarity here.

Thanks!

Steve
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