tylermo wrote:This is from third printing, so I hope it's the same as fourth.
Arduin wrote:Same as my 4th PDF.
DETERMINING ENCUMBRANCE
Each character has an Encumbrance Rating (ER). The encumbrance rating
for a character has a base of 10. The base is then modified by the character’s
strength modifier, if any, to determine the character’s final ER. Characters with
strength or constitution as a prime attribute may also add +2 to their ER.
These bonuses for prime attributes stack, so a character with both strength
and constitution as prime would gain a +4 to their ER. The Encumbrance
Value (EV) of many items is located on the equipment list. When determining
the encumbrance of a character, add up the EVs of all the items carried and
compare this to the character’s ER.
There are five categories of encumbrance: none, light, moderate, heavy
and overburdened. The amount of equipment that can be carried and the
category into which the character’s encumbrance total falls is affected by the
character’s ER, determined above. The following chart indicates the amount
that can be carried and into which category the character’s total encumbrance
falls. No character can carry more than five times their ER.
ENCUMBRANCE CATEGORY Weight
None: 0 to 1x ER
Light: 1x ER to 2x ER
Moderate: 2x ER to 3x ER
Heavy: 3x ER to 4x ER
Overburdened: 4x ER to 5x ER
For example, the ancient and wizened priest of Thoth, Memnon, has
strength of 7 and a -1 strength modifier. He also has constitution as one
of his three primes. As such, his ER is 11, due to the 10 base, modified
by -1 for his strength modifier and +2 for his constitution prime. On a
trip to an ancient burial ground to lay a soul properly to rest, Memnon
expects trouble so he is carrying a lot of material with him. His equipment’s
encumbrance values add up to 17. Memnon’s categories for encumbrance
are: none: 0 to 11, light: 12 to 22, moderate: 23 to 33, heavy: 34 to 44,
and overburdened: 45 to 55. With an EV total of 17, Memnon is lightly
encumbered and suffers the penalties for that category.
AD HOC ENCUMBRANCE
Encumbrance is a function of the size, weight and bulk of an object.
Encumbrance values for some common items are provided in the following
equipment list. But, it might come up during a game session that the Castle
Keeper must quickly determine the EV of an object that isn’t listed on the
equipment list. Due to that, rules of ad hoc EV determination are provided.
To ad hoc the EV for an item, a relatively quick system has been developed.
First, get a general idea of the dimensions of the object in feet and use the
largest of the dimensions as the starting EV. So a statue that was 5’x2’x1’ would
have an EV base of 5. After determining the EV base, add a +2 to that number
for every dimension that is greater than 1’. So, the 5’x2’x1’ statue would add
a +2 for the 2 feet dimension, giving it a final EV base of 7. If the item has
all of its dimensions as less than a foot, use a base EV of 1. Finally, the weight,
balance and materials the items are made up of should be factored in.
WEIGHT Modifier Weight Note (example)
Very Light: -2 EV Under 1 lbs. total (feathers)
Light: -1 EV Under 6 lbs. (cloth)
Heavy: +3 EV Under 24 lbs. (steel)
Very Heavy: +5 EV 25 lbs. and up (marble)
BULK Modifier Example
Balanced: -1 EV Most Weapons
Bulky: x2 EV Barrel, objects more than half-man sized
Formless: -1 EV Cloth, objects with mutable forms
Narrow: x1⁄2 EV Less than 2 inches in width
For example, a dagger would have a base EV of 2 (most daggers are about one
or two feet long and a few inches wide and deep), –1 EV due for their weight
(they usually don’t weigh more than a couple of pounds) giving them an EV of
1. Meanwhile, a 5’x5’x1’ marble statue that weighs around 100 lbs. would have
a base EV of 5 (five feet tall), +2 EV (five feet wide), +5 EV due to its weight,
and x2 EV for being so bulky. Therefore the statue has a total EV of 24, which
is quite impressive. Finally, a fine silk tablecloth would have a total EV of 3: Its
base of 6 (it’s about six feet long), +2 for being about 4 feet wide, –2 EV for
being very light, and –1 EV for being formless. This gives a total EV of 5, which
is then multiplied by 1⁄2 due to it being narrow, giving it a final EV of 3.
WORN AND CAPACITY OBJECTS
The EV for objects assumes that the character is carrying the object. Some objects
are instead designed to be worn by the character (clothes, armor, etc.). As such, a
character that wears any of these objects would have the EV of the item reduced
by 1. Thus, a character that is wearing a suit of padded armor (EV 2 base) would
instead count it as an EV of 1 so long as they were wearing the armor. Wearable
items are marked with a “W” by their encumbrance value.
Load bearing items have a maximum EV that they can carry. They are also
designed to disperse the encumbrance over a larger area, thus reducing the
bulk. As such, load-bearing items (such as backpacks, sacks, chests, etc.)
reduce the total EV of the items inside by –2. Therefore, a character who has
a backpack carrying a bedroll (EV 3), hammer (EV 2), 50 nails (EV 1), and
50 feet of silk rope (EV 2) would have a total EV for the items of 8 (which is
the most that the backpack can carry with a capacity of 8), but this would be
reduced to EV 5 due to them being in the backpack. Thus, the backpack and
its items would only add 6 to the character’s EV (5 for the items carried and 1
for the backpack since it is being worn).
EFFECTS OF ENCUMBRANCE
The effects of carrying too much equipment are potentially hazardous to
characters. Much care needs to be given to how much is being hauled around.
The penalties to movement and attribute checks are listed below.
ENCUMBRANCE CATEGORY EFFECT
None: No Effect
Light: Move reduced by 1⁄4, +1 Challenge Level to all dexterity based checks
Moderate: Move reduced by 1⁄2, +2 Challenge Level to all dexterity based checks
Heavy: Move reduced by 3⁄4, +4 to Challenge Level to all dexterity based checks, lose dexterity bonus* to AC
Overburdened: Move reduced to 1 foot per round, automatically fail all dexterity based checks, lose dexterity bonus* to AC
* = Note that losing one’s dexterity bonus only applies if the character’s
dexterity modifier is positive, if the character has a dexterity modifier that is
negative, the negative penalty still applies.
Going back to Memnon from earlier, we see that he is lightly encumbered.
As such, his move is reduced by 2 and any dexterity attribute checks or saves
suffer a +1 challenge level penalty. While crossing a narrow footbridge,
Memnon slips on the wet stones. The Castle Keeper asks for a dexterity check
to keep his footing. Memnon notes that his CL for this check would be at +1
due to his encumbrance. Later on, Memnon finds a very nice statue that he
wants to take with him in the catacombs. The Castle Keeper tells him that
the EV of the item is 24, which combined with his other equipment, gives
Memnon an EV total of 41. This puts him in the heavily encumbered range.
He now has his move reduced by are and gains a +4 challenge level penalty to
all dexterity checks. Moreover, he loses his dexterity bonus to his AC.
I think that's everything except for the first section that gives common sense advice on how to eyeball it. I may have to go to bed in a bit, so I'll let others compare the 3rd print to whatever's in the 4th. If it matches up...let the discussion begin.[/quote]