Hackbut – Encumbrance

Time for another Hackbut rules post. This one is about encumbrance and inventory management.

I considered sticking with the traditional way of tracking encumbrance, but none of the systems in the original editions felt right to me. They were either too abstracted, or too unwieldy. Of course, in contemporary old school D&D circles, slot-based encumbrance tracking has become a house rule many people adopt. We were familiar with this approach from playing The Black Hack, and liked it, so I decided to adopt it for Hackbut as well.

My goal with this particular iteration of slot-based encumbrance was to have a set of rules that would be easy to remember and adjudicate, something that would make inventory management meaningful and enjoyable, but also, to have something that would be compatible with the traditional movement rates, and weight allowances that go along with that.

Let’s get to the rules. Here’s a bullet-wise rundown. I’m sure a lot of this will be familiar to those versed in contemporary old school D&D gaming.

  • A character’s carrying capacity is a number of slots equal to 10 plus their STR mod
  • Most things take up one item slot
  • For on-the-fly adjudication purposes, slots are roughly equal to 1/3 stone, 5 lb, or 2 kg
  • When you exceed your capacity — and once again at every multiple of it — your movement rate drops by 3″, and physical rolls incur a cumulative -1 penalty
  • The first three slots are so-called quick-draw slots, readying an item from any other slots takes a round
  • Small items stack to a slot — most notably, 100 coins take up one slot
  • Items marked in the equipment lists as “oversized” take up two slots
  • Armor takes up a number of slots equal to its AC “bonus” (e.g. light armor, AC 7, takes up two slots)
  • We ignore clothing, worn items, and very small single objects for encumbrance purposes

And that’s it, basically. I will close with some further notes on my thought process here.

  1. I did not use the raw STR score because that’s too swingy. In general in Hackbut I use the ability score bonuses rather than the raw scores to ensure abilities don’t matter too much.
  2. I went with a simple progression between the MV tiers. In particular, the break point for MV 6″ is some times at 1.5 or 1.33 times the base capacity. I dialed in the slots and weights to a slot so that I could simply have breakpoints at each multiple of the base capacity. Again, easy to remember.
  3. The weight a slot is roughly equivalent to I dialed in by analyzing the classic editions, some of the main retroclones, but also OED and Knave.
  4. I played around with the number of coins to a slot to get a sensible single coin weight. I landed on 0.05 lb (0.02 kg). By comparison, Delta’s coins are 0.01 lb, and Knave’s are 0.05 lb.
  5. I believe I mentioned this in my series of posts on the equipment lists, but I determined slots for each item mainly by translating from the weights listed in Delving Deeper, and plugging holes where needed using Labyrinth Lord and Basic Fantasy’s Equipment Emporium (PDF).
  6. Finally, keen-eyed readers may be wondering about the slots for armor. I admit this is a deviation from the classic editions. If I were to follow the weights listed, armor would have to take up roughly twice the slots I am currently using. But that is hard to remember, and also possibly too punitive under a system where a lot more stuff adds to your encumbrance than was the case in the original game. So I have made peace with the fact that my armor slots are on the lenient side.

Besides those already mentioned, I would also point to Necropraxis (a, b), Delta (a, b), and Coins & Scrolls as three other sources of inspiration.

And that’s it for encumbrance. Next time I will likely discuss how I handle retainers.


Hackbut – Equipment – Weapons & Armor

Continuing the discussion of Hackbut’s equipment list, after adventuring gear I now turn to melee weapons, missile weapons, and armor.

This, along with the missile weapons, are a part of the game I agonized over way too much. In particular, I fiddled with their damage and properties until each each was distinct from all the others.

The items on the list are basically a merging of the OD&D and B/X weapons lists. I wanted something that would be broadly compatible with the original editions. So I stuck to the original prices or took averages where editions diverged.

I also did not want to offer situational bonuses for specific weapons against particular types or armor, like for example OED does. I think that is adding a level of complexity that does not fit the simple and fast-playing game we want to be playing.

Melee weapons

Melee weapons
Melee weapons
  • I rationalized the damage as follow: 1d4 for small weapons; 1d6 as a baseline; 1d8 for two-handed weapons with reach or versatile weapons wielded in two hands; 1d10 for two-handed weapons with no reach. (I took some inspiration from Skerples for this.)
  • If it wasn’t obvious, “reach” means a weapon can be used to fight from the second rank. “Versatile” means the weapons can be wielded in one or two hands. “Oversized” means the weapon takes up two slots.
  • Pikes, lances, pole-arms and halberds are a bit of a mess in the original editions. I decided to make pikes and lances functionally the same weapon, with certain benefits gained when fighting from horseback. Halberds I used to model large axes that do not quite have reach. Pole-arms I used for the plethora of slashing/stabbing/hooking implements that do have reach.
  • The keen-eyed observer will see that spears are incredibly useful, as they should be. Note, however, that the 1d8 damage die is only rolled when using the weapon with two hands without reach.
  • The flail is the two-handed variant that might have actually seen some use in the late medieval and early modern eras. I designed it to basically be the cleric’s alternative for the fighter’s zweihander.
Two-handed flails (Paul Hector Mair)

Missile weapons

Missile weapons
  • The bows are balanced against each other by trading rate of fire for damage. (My rules don’t have multiple shots for regular bows like some of the classic games do. My combat round lasts 10 seconds. I follow Delta’s reasoning for this.)
  • The eponymous arquebus is the only deviation from “official” classic D&D weapons. I added it to the list because I wanted to add some early modern flavor to my game and guns are a big part of the battlefield in that era. However, I again went for simplicity, so it is basically a souped-up heavy crossbow that has an even worse rate of fire, and a heavier ammo kit. My main reference for this was the firearms appendix of Lamentations of the Flame Princess.
  • Those “Ud” notes are usage dice (taken from The Black Hack) which are rolled after each combat. In my game, no-one enjoys counting individual missiles, except when they are remarkable in some way (magic arrows, silver arrows, etc.)
  • Edit (August 15, 2021): I should add missile weapons all have the same range. All missile attacks are at -1 for every 10 feet beyond the first 30 feet. Thrown weapons can’t go beyond 60 feet. (This, like so much else, was taken from Delta.)


  • Armor really is incredibly straightforward. The only deviation from the classic rulesets is the pricing, for which I followed Delta’s intervention to make chain and plate more expensive.


I’m sure there are more teeny tiny details that might catch your eye or you might think are odd. Suffice to say that I don’t think I left any aspect of each single item unconsidered.

Edit (August 15, 2021): To help my players get up and running quickly I created this guide to equipping your character. Somewhat inspired by Talysman (a, b) and The Alexandrian.)

That’s all for melee weapons, missile weapons and armor. The next post about Hackbut will most likely be about every OSR blogger’s favorite topic: encumbrance.