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Carrying and Handling Equipment

Adventurers need weapons, protection, light, food, water, and tools, but every additional precaution becomes another burden. Encumbrance asks players to balance preparation against mobility.

Encumbrance Points (EP) are an abstract measure of weight, bulk, rigidity, and difficulty of packing. Two objects of similar weight may have different EP if one is much harder to secure or carry among other equipment.

A single number is the item’s EP. An item listed as EP 2 contributes 2 EP.

An entry written as B(#) is bundled. Any number of those items up to the listed quantity contributes 1 EP. Each additional complete or partial bundle contributes another 1 EP.

For example, arrows are B(20). One to twenty arrows are 1 EP, twenty-one to forty are 2 EP, and so forth.

Holding an object means carrying it in a hand. Wielding an object means holding and preparing it for its intended use. A sword must be wielded to attack with it, and a shield must be wielded to provide its benefits.

With limited exceptions, you can hold or wield one object in each hand.

A free hand is neither holding nor wielding anything. Many interactions, Combat Maneuvers, and spells require a free hand. Spellcasters should also consult the Casting Hand rules in Chapter 9: Spellcasting.

Some equipment is easier to carry while used as intended. These entries list two values in their stated order. Armor and shields normally use Equipped/Packed, so armor listed as EP 2/3 contributes 2 EP while donned and 3 EP while packed.

Only one suit of armor can use its Equipped EP. A shield uses its Equipped EP only while wielded and ready for use.

Other items may use states such as Full/Empty or Worn/Packed. The entry names the states whenever they differ from Equipped/Packed.

An object receives its Equipped EP only while it is properly worn or wielded and ready to provide its normal benefits. Otherwise, it uses its Packed EP. You cannot claim an object’s Equipped EP merely by tying it loosely to your body or holding it in a way that prevents its intended use.

Closely related bundled objects are combined when calculating EP. Different denominations of coins form one bundle, as do similar pieces of jewelry. The GM decides when objects are sufficiently alike.

The GM may also rule that an object is too inconsequential to track. EP should create meaningful choices, not demand an inventory line for every scrap of cloth.

Begin with the following thresholds, then add the Encumbrance adjustment from your Brawn score to every threshold. Apply any further adjustments from Size, class features, or other rules in the same way.

EncumbranceBase EP Threshold
Lightly Encumbered4
Moderately Encumbered8
Heavily Encumbered12
Over Encumbered16
Maximum20

You are in the highest encumbrance category whose threshold your carried EP equals or exceeds. You are Unencumbered while carrying less than your Lightly Encumbered threshold. Maximum is a carrying limit rather than an encumbrance category; a creature carrying EP equal to its Maximum is Over Encumbered. You cannot intentionally carry more than your Maximum without a rule allowing it.

The effects of encumbrance are not cumulative. Apply only the effects of your current category.

EncumbranceEffects
UnencumberedNone.
Lightly EncumberedNo general penalty, although some class features may require you to be Lightly Encumbered or less, or completely Unencumbered.
Moderately EncumberedReduce your Move Speed by 5 feet.
Heavily EncumberedReduce your Move Speed by 10 feet, suffer a -1 Situation penalty to applicable physical Attribute Tests, and become Sluggish (1).
Over EncumberedYour Move Speed becomes 5 feet, you suffer a -3 Situation penalty to applicable physical Attribute Tests, and you become Sluggish (2) and Slow (1).

Encumbrance cannot reduce your Move Speed below 5 feet. Its Situation penalty applies when the carried load could reasonably interfere with a physical Attribute Test, such as one made to climb, jump, swim, balance, tumble, crawl, or move stealthily. It does not apply to Attack Rolls or Damage Rolls.

Sluggish and Slow are defined in Chapter 8: Combat.

The listed EP assumes Small or Medium creatures using appropriately sized gear.

SizeEP Adjustment
Tiny-2
Small0
Medium0
Large+2
Huge+4
Gargantuan+8
Colossal+16

Apply this adjustment to every threshold, including Maximum. Equipment made for unusually large or small creatures may have different EP at the GM’s discretion.

Record each fixed item, bundle, and state-based item on your person. Add their EP, then compare the result to your adjusted thresholds. Equipment stored on a mount, cart, wagon, or at camp does not contribute to your personal load.