Encumbrance Rules suck.
I understand and appreciate the point.
1. A person can only carry a certain amount of crap before they suffer consequences
2. In D&D those consequences are reduced movement.
3. This forces another resource management choice to the game.
I like resource management in theory, but I tend to forget it in play.
I also use very loose movement rules, so reduced movement rates because you are carrying 40 pounds over your limit based on strength doesn't really work for me.
I really do want my players making hard choices based on resources and resource limitation. (Do I carry this halberd or wear plate mail? Do I drop this sack of 2000 coins to escape the Carrion Crawlers or do I stand and fight? )
I tried to use the elegant Lamentations of the Flame Princess encumbrance rules, but again found them too fiddly in play.
So I just wrote some new rules.
Encumbrance
A person of average STR (no STR modifier) can carry 50 pounds of equipment plus arms and armor without being encumbered. For each point of STR modifier an additional +/- 20 pounds may be carried. (Example: STR 18/+3 allows 110 pounds of equipment, STR 3/-3 can carry 0 pounds of equipment without being encumbered.)
If you are encumbered movement is reduced by half (thus it takes two move actions to move one range band in combat), you suffer -1 to all d20 rolls, and skill/attribute checks will be more difficult.
Each point of STR bonus allows a character to carry one encumbering item without penalty. (Example: Ibash has a STR of 17/+2, he can carry a great-sword and wear heavy armor without incurring an encumbrance penalty.)
Some items and weapons will have a "tag" like the weapon characteristics of later editions. (I will likely elaborate more on this since I have abandoned variable weapon damage.)
One of these tags is "encumbering".
I will periodically look at a players equipment and judge if they have more than 50 pounds of junk.
Generally, coins weigh 1/10 of a pound each...
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