DWM Loadout Sheets: Rules for Encumbrance

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These are some rules I used for encumbrance in my Dwimmermount campaign. I’ll probably tweak and simplify for my upcoming Derelict campaign.

Loadout Sheet
Click for PDF.

Loadout

Your loadout is your readied arms and armor.

  1. Write in armor worn in the armor slot. Light armor (padded/leather) is 1 stone. Medium armor (scale / chain) is 2 stone. Heavy armor (banded, splint, plate) is 3 stone. Are you carrying a shield? Add another stone.
  2. You have two scabbard/strap slots. Write in a weapon in each slot. Can the weapon be wielded in two hands? If so, fill in a stone. If not, move on.
  3. You get one sheath slot for small weapons. Write in either a single small off-handed weapon, up to three light throwing weapons (dagger, dart, javelin), or a single rod or scroll case. You can carry a second sheath, but if you do fill in the stone.
  4. You can carry a quiver with bolts, arrows, or bullets. If you carry a second quiver, fill in the stone.

Backpack

Each character can carry one backpack.

  1. Write down each item strapped to your pack. These are larger items that wouldn’t fit inside the main or access compartments. You can have up to 5 items strapped to your pack. Items strapped to your pack can be retrieved using a movement.
  2. Write down each item in your main compartment. These are smaller items and bundled items (up to 10). Each bundle must be a single item type (i.e. you can’t bundle candles and torches on the same line). Items inside your main compartment take a full round to retrieve.
  3. Write down each item in your access compartment. These items follow the same rules as your main compartment. However, like strapped items, they can be retrieved using a movement.
  4. Count up the number of lines across your backpack and notate at the top of the backpack section. Fill in each stone you qualify for and count them up. For example, if you have 13 items, you would fill in the 1-5, 6-10, and 11-15 circles for 3 stone.

Potion Bandolier

Each character may wear one potion bandolier. The bandolier can hold up to 10 vials (potions, oil, holy water, ink, etc.). These items can be retrieved and used freely.

Pouches & Sacks

Pouches can be worn on the belt. Sacks take up a strapped to pack slot (if filled) or a line item in main or access (if empty). The coins themselves add stone based on the number. For every 1,000 coins and/or gems, fill in a stone (rounding up at 500). Therefore, the first 500 coins can be carried without affecting encumbrance. From 501 to 1,500 a stone must be marked. From 1,501 to 2,500 a second stone. And, so on.

Count most treasure items (jewelry, idol, crown, art object, etc.) as 100 coins (or a line item in your backpack). Some larger objects might have to be strapped or carried.

Herbal Case

An herbal case includes bandages, salves, mortar & pestle, etc. for making poultices. It can also hold a number of herbs. Each herbal case takes up a line item (strapped or in a compartment) or sheath slot.

Scroll Case

A scroll case can hold a number of maps, scrolls, notes, etc. Each scroll case takes up a line item or sheath slot.

Extra Access Compartment

Extra access compartments are strapped to your backpack. They essentially provide extra lines for you at the cost of a strapped to pack line. They follow the normal rules for your first access compartment. You can strap two extra access compartments to your backpack at the cost of 1 stone each (if it holds items).

Extra Pouches and Sacks

These follow the sames rules as sacks and pouches above.

A list of equipment and where it can be slotted. Magical items do not reduce encumbrance unless specified.

Armor

This is worn armor. Includes your helmet.

Light Armor – 1 stone

  • Padded
  • Leather
  • Studded Leather

Medium Armor – 2 stone

  • Chain Mail
  • Scale Mail

Heavy Armor – 3 stone

  • Banded Mail
  • Plate Mail
  • Splint Mail

SHIELDS – 1 STONE

  • All shields

2H WEAPONS – 1 STONE

These weapons are normally wielded one-handed for 1d8 damage, but can be wielded two-handed for 1d10 damage. They count as a 2H weapon for encumbrance.

  • battle axe
  • long/bastard sword
  • scimitar
  • warhammer
  • quarterstaff (and magical staves)
  • trident/spear

These weapons can only be wielded two-handed and deal 1d10 damage. They get +1 to attack. They count as 2H for encumbrance.

  • heavy flail
  • lance
  • morningstar
  • heavy pick
  • polearm
  • two-handed sword
  • maul

These are missile weapons that count as 2H in a scabbard/strap slot.

  • Light Crossbow
  • Longbow
  • Heavy Crossbow

All other weapons do not count as stone if in scabbard or strap slot.

SHEATH WEAPONS

These weapons can be assigned to a sheath slot.

  • hand axe
  • club
  • flail
  • light hammer
  • mace
  • light pick
  • short sword
  • blackjack
  • garrote

These are non-weapons you can fit into a sheath slot.

  • rod
  • scroll case
  • herbal case
  • thieves tools

These weapons can fit 3 in a sheath slot.

  • dagger
  • dart
  • javelin

These are non-weapons you can fit 3 in a sheath slot.

  • wand

Quiver

Quivers hold missile ammunition. Up to 20 can be held of each.

  • arrows
  • bolts / quarrels
  • bullets

Strapped to Pack

These are larger items that just don’t fit into a backpack compartment.

  • bedroll (including a blanket)
  • 10′ chain
  • crowbar
  • crutches
  • 10′ ladder (folding)
  • mirror, large metal
  • musical instrument, large
  • pick, miner’s
  • 10′ pole, segmented
  • 50′ hemp rope (including a grappling hook)
  • shovel
  • sledgehammer
  • other large tools
  • stowed weapon
  • tent

Main & Access Compartment Line Items

These are items that individually take up a whole line.

  • block & tackle
  • bottle
  • box, small iron
  • 50′ silk rope
  • case, scroll or map or herbal
  • chest, small wooden
  • flint & Steel
  • hammer
  • hourglass
  • jar or jug
  • lantern
  • lock
  • manacles
  • merchant’s scales
  • mirror, small steel or silver
  • mess kit
  • musical instrument, small
  • sack of flour
  • sack of marbles or ball bearings
  • spade
  • spellbook
  • spyglass
  • stowed small weapon
  • thieves tools
  • waterskin, 1 quart

Main & Access Bundled Items

These are items that can be bundled up to 10 to take up a line.

  • candles
  • flasks and vials (potions, holy water, ink, oil, etc.)
  • paper, parchment, vellum, etc. (up to 10 – 12 in a case [more organized])
  • quill pens
  • rations
  • spikes, iron or wooden
  • torches
  • chalk
  • caltrops

Carried

These items must be carried.

  • barrel
  • box, large iron
  • chest, large wooden

About the author

Michael Pfaff

It's pronounced P-aff -- the first 'f' is silent. I live in Louisville. I like games and reading about games. I hope to write about gaming stuff here.

Michael Pfaff

It's pronounced P-aff -- the first 'f' is silent. I live in Louisville. I like games and reading about games. I hope to write about gaming stuff here.

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