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