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encumbrance [2019/08/31 20:09] – [Why use encumbrance at all?] dungeonmasterencumbrance [2020/01/05 21:14] (current) – dungeonmaster
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 In its basic form, encumbrance equates to limiting what a character can carry. In real life and in many RPGs, this is related to adding up the weight of items compared with the strength of a character to decide how weighed down a character might be by what they are packing around. With trading in and out of items before, during, and after an adventure, this means adding and re-adding weights all the time. Dice Mob simplifies this to something easier and, in many ways, more enjoyable and rewarding. In its basic form, encumbrance equates to limiting what a character can carry. In real life and in many RPGs, this is related to adding up the weight of items compared with the strength of a character to decide how weighed down a character might be by what they are packing around. With trading in and out of items before, during, and after an adventure, this means adding and re-adding weights all the time. Dice Mob simplifies this to something easier and, in many ways, more enjoyable and rewarding.
  
-Characters are only allowed ten items during a campaign and anything over and above that limit require a character to trade out the items for the ones obtained from looting monster’s bodies or treasure hoards.+Characters are only allowed **ten** encumbrance during a campaign and anything over and above that limit require a character to trade out the items for the ones obtained from looting monster’s bodies or treasure hoards. (Ten encumbrance generally translates to ten items, but in some cases some items are heavier and require two "slots".)
  
 That’s it. That’s it.
  
 The only exception to that rule is that players should generally be able to explain how someone might carry/wear the items in their possession, e.g. no wearing two breastplates, for example. Multiple magical rings are allowed provided the character has fingers to put them on. As a general rule, a GM shouldn’t limit too much — the ten item limit is limiting enough — but let common sense be the judge. The only exception to that rule is that players should generally be able to explain how someone might carry/wear the items in their possession, e.g. no wearing two breastplates, for example. Multiple magical rings are allowed provided the character has fingers to put them on. As a general rule, a GM shouldn’t limit too much — the ten item limit is limiting enough — but let common sense be the judge.
 +
 Why use encumbrance at all? There is something rewarding about a character having to choose between what they currently have and what they have discovered. Allowing a character to have their cake and eat it too makes for a character so loaded with items as to become far too powerful and the adventure less fun. Why use encumbrance at all? There is something rewarding about a character having to choose between what they currently have and what they have discovered. Allowing a character to have their cake and eat it too makes for a character so loaded with items as to become far too powerful and the adventure less fun.
 ===== Stashing items at home ===== ===== Stashing items at home =====
encumbrance.1567282173.txt.gz · Last modified: by dungeonmaster