Monday, August 8, 2022

Encumbrance Battle!

People generally hate encumbrance systems. Very few of us love creating per-pound loadouts and carefully tracking weight carried. Encumbrance is a staple of OSR play since there is typically a difference between the lightly loaded weights of a party going into a dungeon, and the weights when the party is trying to haul hundreds of pounds or loot out of the dungeon when wounded, exhausted of spells and resources, with monsters sometimes in pursuit and wandering monsters lurking about.

Let's say a party needs to walk 600' to get to the final room of a dungeon. At 90' per turn that is about 7 turns of movement, but when entering that is going to take much longer due to exploration and combat. Walking out of the dungeon through "cleared rooms" let's say the party is loaded down and can only move 30' per turn. That is 20 turns of movement. At a 1 in 6 chance per turn of wandering monsters that is a difference of (on average) one wandering monster encounter walking out unencumbered and three walking out encumbered.

Can your party handle those three extra encounters when walking out? How many resources do you save to get out of there? Will you get lucky and not have one encounter? Can you avoid contact (or parlay) with the encounters you do have? Do you throw down food to distract wild animals? Can you get a good reaction roll with intelligent creatures and possibly pay them to let you be?

This is one of the fundamental differences between modern roleplaying games and old-school ones, and this can drive some players crazy who have their expectations set by newer games. In an old-school game, beating the boss in the last room is not typically the end of the story. Modern games have this "movie mentality" where the boss fight happens and not much happens after that, and tripping random encounters after that fight can feel "mean and unfair" to some players.

And let's not get into why you can't really "rest" in a dungeon. We will get to that later. Short rests just took the "travel back to town" part out of the 15-minute adventuring day trope.

In an old-school game, when your party decides "people, we are leaving!" then an entirely new survival game begins. Hauling that loot out and surviving becomes a mission in itself. You can do the newer stories in old-school games and assume "everyone gets out okay," but the "endgame" of hauling loot out and surviving is also a classic experience that adds to the drama and tension of a dungeon run. People tend to skip this part of the mission since typically as the night goes on people need to go home, but saving a little session time for escaping with the loot is well worth the time and effort to try to make room for.

That said, here is a summary of encumbrance rules in various OSR games and my thoughts on them.


Old School Essentials

Please do not make me track gear weight! Only count my weapons and armor! Everything else is the coins of treasure I am carrying!

OSE exists in a post-encumbrance world, and they do not even give you the option to do detailed weight tracking. No equipment weights are given, and strength does not modify carrying capacity (which feels wrong). OSE is a great system that simplifies a lot to just the essential concepts, but at times I wish I had more options to play the way I want to and do detailed weight tracking.

OSE's encumbrance system feels a bit oversimplified, sort of like a video game, but I get it - a lot of people hate tracking weight. The only improvement I would make is adding a strength mod for carrying capacity, since some players may expect this and wonder why their 18 STR dwarf can carry as much as the STR 8 wizard.

  • Weights in coins.
  • Weapon and armor weights only.
  • No gear weight.
  • Basic encumbrance: Based on armor and if carrying treasure.
  • Detailed encumbrance: Based on total coins carried of weapons, armor, and treasure (no gear).
  • Strength does not modify carrying capacity.


Swords & Wizardry

Please do not make me track gear weight! Only count my weapons and armor! Everything else is the coins of treasure I am carrying! And yes, strength modifies carrying capacity!

Swords & Wizardry is a lot like OSE, but there is a 10-pound assumed gear weight for the "everything else" an adventurer wants to carry. They also track weight in pounds. I do miss having gear weights still, even if they are not used they are nice to have. In these ultra-simplified systems, they omit gear weight since they want to avoid confusion.

  • Weight in pounds.
  • Weapon and armor weights only.
  • No gear weight.
  • Basic gear weight assumed to be 10 pounds.
  • Encumbrance is calculated on total pounds carried.
  • Strength modifies carrying capacity.


Basic Fantasy

I am fine tracking weight!

Basic Fantasy does old-school weight tracking, which is cool. Every item you can buy has a weight. You put together a basic load. The big difference here is carrying capacity is tied to race, dwarfs, humans, and elves have a higher carrying capacity than halflings.

I can see how players unused to encumbrance tracking would be a little intimidated by a system like this, though you could easily house-rule it to the Swords & Wizardry "armor and weapons only" standard, and assume a weight for random gear, and let the rest be for treasure.

  • Weight in pounds.
  • All items have weights.
  • Strength and race set weight category (light or heavy load).
  • Strength modifies carrying capacity.

Iron Falcon

I am fine tracking weight! But please let's do it in coins!

Iron Falcon is just like Basic Fantasy, except the race modifiers to carrying capacity are gone and the game just uses one chart, modified by strength.

  • Weights in coins.
  • All items have weights.
  • Encumbrance calculated on total coins is carried.
  • Strength modifies carrying capacity.


Labyrinth Lord

I am fine tracking weight! But please keep everyone the same!

Another simple weight tracking system, but this time not modified by strength. A great equipment list in this book makes it a great resource.

  • Weight in pounds.
  • All items have weights.
  • Encumbrance is calculated on total pounds carried.
  • Strength does not modify carrying capacity.

Adventurer Conqueror King System

Please make weight tracking simple! And I mean simple!

ACKS does an abstract encumbrance system where nothing has listed weight but everything is converted into "stones" of weight. Random items are tracked six per stone.

  • Abstract encumbrance system.
  • No items have weights.
  • Item weights in "stones" (10 lbs.).
    • 1 stone per point of AC
    • 1 stone per 6 items carried
    • 1 stone per heavy item (8-14 lbs.)
    • 1 stone per 1000 coins
  • Encumbrance based on stones carried.
  • Strength only modifies maximum capacity.


OSRIC

Please make encumbrance as old-school as possible!

ORSIC is another hardcore system for encumbrance and gear weights. The game uses a single chart, but "carried" weight can have an amount subtracted from it depending on strength.

  • Weight in pounds.
  • All items have weights.
  • Encumbrance is calculated on total pounds carried.
  • Strength modifies weight carried.
    • Strength bonus subtracted from weight carried to determine encumbrance.


Castles & Crusades

I want an abstract encumbrance system with no guesswork!

C&C reminds me a lot of the old Aftermath encumbrance system, where items all have individual encumbrance values, and those are added up to get a carried total.  What you can carry is equal to strength, plus bonuses for having primary scores in either STR or CON. It is a simple, elegant system and one I am a fan of.

  • Abstract encumbrance system
  • All items have weights.
  • Item weights in "encumbrance value"
    • EV based on size and weight or item.
    • 10 lbs. or 160 coins = 1 EV
  • Strength modifies weight carried.
    • Base ER limit = STR score
    • STR and/or CON add + 3 to max ER
    • ER based on categories (1x, 3x, more than 3x)
  • Overburdened characters lose DEX bonus to AC.

Dungeon Crawl Classics

Encumbrance? I should be worried about surviving!

Toss the encumbrance system out the window, we are in DCC. Heavy items, such as armor, slow movement and give penalties to actions. There is a carrying capacity of "half body weight" and that is good enough.

  • Casual encumbrance system.
  • No items have weight.
  • Armor slows movement.
  • Maximum pounds carried is equal to half body weight.
  • Strength does not modify carrying capacity (but will factor into referee decisions).


What a Load!

Wow! A lot of work, and I hope all of that is right. Every game does encumbrance differently, no surprise. The expectations they put on players are different enough to matter, and I can see how some games are a reaction against the old per-pound system of the older games. The thing is, you go back far enough to games that take inspiration from pre-AD&D sources (S&W), and they were not that concerned about encumbrance either.

There was this time when "advanced" meant "more record-keeping" and even we felt it was a bit too much when we played AD&D. I thought S&W would differ dramatically from OSE, but really the two games are nearly identical with the only real difference being tracking weight in coins instead of pounds (OSE), and strength modifying carrying capacity (S&W)

Of all the games on this list, I like C&C and S&W the best. C&C does the best abstract encumbrance system and it is based on ability scores. S&W is the OSE modern standard, but it adds a STR mod to maximum load, which I can see house ruling into OSE easily. If I had to pick one game, despite OSE's options and organization, it would be S&W just because the game plays and feels tighter, and it retains the AD&D rules options that I feel are critical for playing a game that feels like the original.

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