The amount of Equipment you carry determines how fast you can move. On your Character Sheet you should have this Inventory Chart (or something similar).
Now if the Items you carry only fill the available slots in the Large Block, you can move 120 feet per Turn in Dungeons, 40 feet per Round during Encounters (like Combat), and can run at 120 feet per Round. In the Wilderness we would measure in yards instead of feet.
As soon as you pick up an item that must be placed in the smaller Inventory Blocks, you character is weighted down more and moves slower. If you have Items in the Light Movement Block, you now move 90 feet per round, 30 feet per Round during Encounters, and run at 90 feet per Round.
If you have Items in the Medium Movement Block, you move 60 feet per Turn, 20 feet per Round during Encounters, and run at 60 feet per Round. The Heavy Movement Block is even slower: 30 feet per Round, 10 feet per Round during Encounters, and run at 30 feet per round.
Short version: The More you carry, the Slower you Move.
Each Inventory Slot holds 10 pounds or 100 coins. (The Labyrinth Lord measures weight in pounds, but the Dungeons and Dragons Cyclopedia measures weight in coins.)
So...how heavy are the armor, the weapons, and the exploration equipment you need to carry? This is a list of Equipment Items and how many slots they require on your Inventory List.
We'll start with Armor. If you wear NO Armor, it uses NO Inventory Slots. The number of points the Armor improves your Armor Class is the same number of slots the Armor fills in your Inventory.
So Chain Mail Armor raises your AC (Armor Class) to 15, but it also fills up 5 slots in your Inventory.
|
ARMOR TYPE |
ARMOR CLASS |
|
Unarmored |
10 (+0) |
|
Padded |
11 (+1) |
|
Leather |
12 (+2) |
|
Studded Leather |
13 (+3) |
|
Scale |
14 (+4) |
|
Chain Mail |
15 (+5) |
|
Horse Barding |
15 (+5) |
|
Banded Mail |
16 (+6) |
|
Splint Mail |
16 (+6) |
|
Plate Mail |
17 (+7) |
|
Shield |
+1 |
MAGIC ARMOR
Magical Armor can be +1, +2, or +3. This Bonus number shows how it improves your AC from the non-magical version. But it also "frees up" that many slots in your Inventory.
Let's say you have a set of Magical Chain Mail +1. The Magical Armor now raises your AC to 16, but it ALSO takes up 1 less Inventory Slot. So the Magical Chain Mail only requires 4 Slots.
These Items require 2 Slots
Axe, Battle
Flail, Heavy
Hammer, War
Morningstar
Pick, Heavy
Quarterstaff/Staff
Sword, Bastard
Sword, Two-Handed
OTHER ITEMS
Saddle
These Items require 1 Slot
Axe, Hand
OTHER ITEMS
TREASURE ITEMS
RULE CHANGE
All items from here down, now take up 1 Slot in your inventory, for the sake of simplicity. It defies logic, but it makes the game easier. If the inventory list says 20 arrows and Quiver, then 1 inventory SLot will hold 20 arrows. If it says 1 Flask of Oil, then we must presume it is 1 Flask of Oil, probably wrapped in some cloth to try and keep it from breaking, hence the amount of space it takes up.
Any 2 of These Items Would Fill 1 Slot
Bullets, Sling (10)
Any 3 of These Items Would Fill 1 Slot
Longbow
OTHER ITEMS
Any 4 of These Items Would Fill 1 Slot
Crossbow Bolts, Heavy (10) and case
OTHER ITEMS
Any 10 of These Items Would Fill 1 Slot
OTHER ITEMS
TREASURE ITEMS
These Free Items Cost 0 Slots
Dart
OTHER ITEMS
|
CONTAINER |
CAPACITY |
|
Backpack |
400 coins |
|
Belt Pouch Large |
100 coins |
|
Belt Pouch Small |
50 coins |
|
Box, Iron, Large |
300 coins |
|
Box, Iron, Small |
100 coins |
|
Chest, Large, Wooden |
1000 coins |
|
Chest, Medium, Wooden |
750 coins |
|
Chest, Small, Wooden |
500 coins |
|
Sack, Large |
600 coins |
|
Sack, Small |
200 coins |
|
Saddlebag |
300 coins |

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