Tuesday, May 30, 2023

Inventory and Equipment Weight

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).


The number of slots available is determined by your Constitution Score and your Strength Bonus.  For Example, if you have a Constitution score of 14 and a Strength score of 16 (a +2 Bonus), then you would have 16 Slots in the large Inventory block, and 3 extra slots in each of the smaller blocks.  You should cross out the slots you cannot use, but remember that there are ways in-game to change your ability scores and doing so may change the amount of Inventory Slots available to you.

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

WEAPONS
Axe, Battle
Flail, Heavy
Hammer, War
Morningstar
Pick, Heavy
Quarterstaff/Staff
Sword, Bastard
Sword, Two-Handed
Trident

OTHER ITEMS

Chest, Large, Wooden (+1 slot for every 100 coins inside)
Chest, Large, Medium (+1 slot for every 100 coins inside)
Ladder, 10-Foot
Saddle

These Items require 1 Slot

WEAPONS
Axe, Hand
Club
Crossbow, Heavy
Crossbow, Light
Flail
Hammer, Light
Javelin
Lance
Mace
Pick, Light
Scimitar
Spear
Sword, Long
Sword, Short

OTHER ITEMS

Belt Pouch, Large (when full with 100 coins)
Box, Iron, Large (+1 slot for every 100 coins inside)
Box, Iron, Small (+1 slot for every 100 coins inside)
Chest, Small Wooden (+1 slot for every 100 coins inside)
Pick, Miner's
Rope, Hemp (50 feet)
Spade or Shovel
Spikes, Iron (12)
Torches (10)

TREASURE ITEMS

100 Coins
Wand
Rod

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

WEAPONS
Bullets, Sling (10)

OTHER ITEMS
Bedroll
2 Belt Pouch Small (when full with 50 coins each)
Block and Tackle
Crowbar
Grappling Hook
Rope, Silk (50 feet)
Tools, Cleric
Tools, Fighter
Tools, Thief
Tools, Wizard
Waterskin/Wineskin

Any 3 of These Items Would Fill 1 Slot

WEAPONS
Longbow
Short Bow
Quiver and Arrows (20) 

OTHER ITEMS

Blanket, Winter
Holy Book
Lantern
Spell Book

Any 4 of These Items Would Fill 1 Slot

WEAPONS
Crossbow Bolts, Heavy (10) and case
Crossbow Bolts, Light (10) and case

OTHER ITEMS

Backpack
Chain (10 feet)
Hammer
Manacles
Saddlebag

Any 10 of These Items Would Fill 1 Slot

WEAPONS
Dagger
Silver Dagger 

OTHER ITEMS

Bottle, Wine, Glass
Belt Pouch, Large
Belt Pouch, Small
Case, Map or Scroll
Holy Symbol, Silver
Holy Water (Flask)
Lock
Mirror, Small Steel
Oil (1-Pint Flask)
Rations, Unpreserved (per day)
Rations, Preserved (per day)
2 Sacks, Large (Empty)
2 Sacks, Small (Empty)
Spyglass
Stakes, Wooden (3)
Wine (4 Pints)

TREASURE ITEMS

Potion
Scroll

These Free Items Cost 0 Slots

WEAPONS
Dart

OTHER ITEMS

Candles (10)
Flint and Steel/Tinderbox
Garlic (3 Cloves)
Holy Symbol, wooden
Ink (1oz Vial)
Quill Pen
Paper (sheet)
Parchment (sheet)

TREASURE AND CONTAINERS

The type of container determines how much treasure can be carried, as shown by this chart.

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


This list shows the amount of coins displaced by different types of Treasure.

Coin (any type)    =  1 Coin
Gem                     =   1 Coin
Jewellery (1 Piece) = 10 Coins
Potion                   =  10 Coins
Rod                       =   20 Coins
Scroll                    =   1 Coin
Staff                      =   40 Coins
Wand                    =  10 Coins  

Due to their length:
A Rod will NOT fit in a container that holds less than 500 coins. (It can be placed in a backpack or a saddlebag, but will stick out.
A Staff will NOT fit in any of the containers on the chart above.  It would fit in a very long box, like a musket case or coffin.
A Wand will NOT fit in a container that holds less than 200 coins.  (It can be placed in a Large Belt Pouch, but will stick out.



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