Encumbrance and Movement in Alcirya | World Anvil

Encumbrance and Movement

​Effects of Encumbrance Encumbrance has two basic effects. First, it reduces your character's movement rate. If encumbrance categories are used, Unencumbered has no effect on movement, Light reduces the movement rate by 1/3 (round fractions down), Moderate reduces it by ½, Heavy reduces it by 2/3, and Severe lowers the movement rate to 1. If the optional system is used, the character's movement rate is reduced to the amount found by using Table 48. The movement rate determines how far your character can move in a round, turn, hour, and day. As his movement rate gets lower, your character moves slower and slower. See "Movement” in Chapter 14: Time and Movement for more details. Encumbrance also reduces your character's combat abilities. If encumbrance reduces your character to ½ of his normal movement rate, he suffers a -1 penalty to his attack roll. If he is reduced to 1/3 or less of his normal movement rate, the attack penalty is -2 and there is an additional AC penalty of +1. If your character's movement is reduced to 1, the attack roll penalty is -4 and the AC penalty is +3. Clearly, the wise thing for a heavily encumbered character to do is to quickly drop most of his gear before entering battle. ​
Character Encumbrance
Stats Table
StrengthUnencumberedLightModerateHeavySevereMax. Carried Weight
20-12345-66
30-5678-91010
4-50-1011-1314-1617-1920-2525
6-70-2021-2930-3839-4647-5555
8-90-3536-5051-6566-8081-9090
10-110-4041-5859-7677-9697-110110
12-130-4546-6970-9394-117118-140140
14-150-5556-8586-115116-145146-170170
160-7071-100101-130131-160161-195195
170-8586-121122-157158-193194-220220
180-110111-149150-188189-227228-255255
18/01-500-135136-174175-213214-252253-280280
18/51-750-160161-199200-238239-277278-305305
18/76-900-185186-224225-263264-302303-330330
18/91-990-235236-274275-313314-352353-380380
18/000-335336-374375-413414-452453-480480
Footnote Info
Modified Movement Rates
Stats Table
Strength121110987654321
Score655443322111
21--2----3----4----5
35--6--7----8--9----
4-5101112131415161718192021
6-7202326293235384144475053
8-9354045505560657075808589
10-1140465258647076828894100106
12-1345536169778593101109117125133
14-155565758595105115125135145155165
16708090100110120130140150160170180
178597109121133145157169181193205217
18110123136149162175188201214227240253
18/01-50135148161174187200213226239252265278
18/51-75160173186199212225238251264277290303
18/76-90185198211224237250263276289302315328
18/91-99235248261274287300313326339352365378
18/00335348361374387400413426439452465478
Footnote Info
Carrying Capacities of Animals
Stats Table
MountBase Move2/3 Move1/3 Move
Camel0-330 lbs.331-500 lbs.501-660 lbs.
Dog0-15 lbs.16-20 lbs.21-30 lbs.
Elephant0-500 lbs.501-750 lbs.751-1,000 lbs.
Horse, draft0-260 lbs.261-390 lbs.391-520 lbs.
Horse, heavy0-260 lbs.261-390 lbs.391-520 lbs.
Horse, light0-170 lbs.171-255 lbs.256-340 lbs.
Horse, medium0-220 lbs.221-330 lbs.331-440 lbs.
Horse, riding0-180 lbs.181-270 lbs.271-360 lbs.
Mule0-250 lbs.251-375 lbs.376-500 lbs.
Ox0-220 lbs.221-330 lbs.331-440 lbs.
Yak0-220 lbs.221-330 lbs.331-440 lbs.
Footnote Info
Aside from knowing the weight limits, your character needs to have ways to hold all his gear. The capacities of different containers are given in Table 50.
Stowage Capacity
Stats Table
ItemWeight Cap.Volume
Backpack50 lbs.3'×2'×1'
Basket, large20 lbs.2'×2'×2'
Basket, small10 lbs.1'×1'×1'
Belt pouch, large8 lbs.6"×8"×2"
Belt pouch, small5 lbs.4"×6"×2"
Chest, large100 lbs.3'×2'×2'
Chest, small40 lbs.2'×1'×1'
Sack, large30 lbs.2'×2'×1'
Sack, small15 lbs.1'×1'×8"
Saddle bags, large30 lbs.18"×1'×6"
Saddle bags, small20 lbs.1'×1'×6"
Footnote Info
Rates of Climbing
Stats Table
Type of SurfaceDrySlightly SlipperySlippery
Very smooth*¼--**--**
Smooth, cracked*½1/3¼
Rough*11/3¼
Rough w/ledges1½1/3
Ice wall----¼
Tree432
Sloping wall321
Rope and wall21½
Footnote Info
* Nonthief characters must be mountaineers and have appropriate tools (pitons, rope, etc.) to climb these surfaces. ** Thief characters can climb very smooth, slightly slippery surfaces at ¼. However, even thieves cannot climb very smooth, slippery surfaces.
Base Climbing Success Rates
Stats Table
CategorySuccess Rate
Thief with mountaineering proficiency*Climb walls % + 10%
ThiefClimb walls %
Mountaineering proficiency*40% + 10% per proficiency slot
Mountaineer (decided by DM)50%
Unskilled climber40%
Footnote Info
*Only if the optional proficiency system is used.
Climbing Modifiers
Stats Table
SituationModifier
Abundant handholds (brush, trees, ledges)+40%
Rope and wall**+55%
Sloped inward+25%
Armor:
Banded, splint-25%
Plate armors (all types)-50%
Scale, chain-15%
Studded leather, padded-5%
Character race:*
Dwarf-10%
Gnome-15%
Halfling-15%
Encumbrance-5% †
Surface condition:
Slightly slippery (wet or crumbling)-25%
Slippery (icy, slimy)-40%
Climber wounded below ½ hp-10%
Footnote Info
Light Sources
Stats Table
SourceRadiusBurning time
Beacon lantern240 ft.*30 hrs./pint
Bonfire50 ft.½ hr./armload
Bullseye lantern60 ft.*2 hrs./pint
Campfire35 ft.1 hr./armload
Candle5 ft.10 min./inch
Continual light60 ft.Indefinite
Hooded lantern30 ft.2 hrs./pint
Light spell20 ft.Variable
Torch15 ft.30 min.
Weapon**5 ft.As desired
Footnote Info
* Light from these is not cast in a radius, but rather in a cone-shaped beam. At its far end, the cone of light from a beacon lantern is 90 feet wide. A bullseye lantern has a beam 20 feet wide at its far end. ** Magical weapons shed light if your DM allows this optional rule.
Retreats When one character inflicts melee damage (but not as a result of missile combat) on an enemy without being hit in return, she may force her foe to retreat, driving him back with well-aimed blows. The attacker doesn't have to force her enemy back; she can decide to let him stand fast and not press the advantage. A defender can ignore the requirement to retreat if he is 4 or more levels/Hit Dice higher than the attacker or if he is two sizes larger than the attacker. A retreat cannot occur if the enemy was knocked down during the round. When a character retreats, he must move backward into one of his rear spaces chosen by the attacker. If there is no place to retreat directly behind him, the attacker must choose one of the retreating character's flank spaces. If the character is unable to retreat into any rear or flank space, he must roll a successful saving throw vs. paralyzation or be knocked down in the space he is in. In some special situations, the DM may allow a retreating character a chance to avoid being forced back. This allows a character with his back to a cliff (for example) to avoid giving ground. The creature who forces a retreat may follow her retreating enemy, keeping her foe in a threatened square. The attacker can instead choose to back her enemy off and then hold her own position. Retreats are good for breaking up enemy battle-lines or for maneuvering an enemy into a battlefield hazard. Retreats can also be used to disengage from a threatening creature by driving it back. Retreats don't create attacks of opportunity for the creature forcing the retreat; this is the end of the combat round and everyone is finished attacking for the round. However, the retreating creature may have been pushed into a situation where his rear or flank is exposed to an enemy during the next round of combat.​
​Base Human 6 Demi-Human 4 Adj. for encumbrance Diagonal Movement: Cost 1.5 Running Double movement rate No Dex. A.C. bonus +1 A.C. penalty May be set (vs. charge) against May continue to run if Con. Check is made (-2 per rd. after the first) Sprinting Triple move Same as run, except Con. check -10 per rd. Sitting Free action A.C. bonus of 1 vs. missile weapons A.C. penalty of 2 vs. melee weapons May use crossbows with no penalty, -2 for all others Kneeling Free action A.C. bonus of 1 vs. missile weapons A.C. penalty of 2 vs. melee weapons Use any weapon, no penalty Prone Free action A.C. bonus of 2 vs. missile weapons A.C. penalty of 4 vs. melee weapons May use crossbows at ½ ROF Only use size S melee weapons (-4 hit) Getting Up (Sitting/Kneeling) ½ move (may attack/½ move at end of round) Getting Up (Prone) Full Round Considered up on inti. number Fighting Withdrawal ½ movement Move on init. Roll No attacks, casting, etc. (gets A.O. when possible) Opponent can choose to follow Fleeing Full move All Shield Spell, Dex. bonuses lost Attacker gains A.O. and +2 attack​

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