
CARRYING CAPACITY
Encumbrance
rules determine how much a character’s armor and equipment slow him or
her down. Encumbrance comes in two parts: encumbrance by armor and
encumbrance by total weight.
Encumbrance by Armor:
A character’s armor defines his or her maximum Dexterity bonus to AC,
armor check penalty, speed, and running speed. Unless your character is
weak or carrying a lot of gear, that’s all you need to know. The extra
gear your character carries won’t slow him or her down any more than
the armor already does.
If your character is weak or carrying a
lot of gear, however, then you’ll need to calculate encumbrance by
weight. Doing so is most important when your character is trying to
carry some heavy object.
Weight: If
you want to determine whether your character’s gear is heavy enough to
slow him or her down more than the armor already does, total the weight
of all the character’s items, including armor, weapons, and gear.
Compare this total to the character’s Strength on Table: Carrying
Capacity. Depending on how the weight compares to the character’s
carrying capacity, he or she may be carrying a light, medium, or heavy
load. Like armor, a character’s load affects his or her maximum
Dexterity bonus to AC, carries a check penalty (which works like an
armor check penalty), reduces the character’s speed, and affects how
fast the character can run, as shown on Table: Carrying Loads. A medium
or heavy load counts as medium or heavy armor for the purpose of
abilities or skills that are restricted by armor. Carrying a light load
does not encumber a character.
If your character is wearing
armor, use the worse figure (from armor or from load) for each
category. Do not stack the penalties.
Lifting and Dragging: A character can lift as much as his or her maximum load over his or her head.
A
character can lift as much as double his or her maximum load off the
ground, but he or she can only stagger around with it. While overloaded
in this way, the character loses any Dexterity bonus to AC and can move
only 5 feet per round (as a full-round action).
A character can
generally push or drag along the ground as much as five times his or
her maximum load. Favorable conditions can double these numbers, and
bad circumstances can reduce them to one-half or less.
Bigger and Smaller Creatures:
The figures on Table: Carrying Capacity are for Medium bipedal
creatures. A larger bipedal creature can carry more weight depending on
its size category, as follows: Large x2, Huge x4, Gargantuan x8,
Colossal x16. A smaller creature can carry less weight depending on its
size category, as follows: Small x3/4, Tiny x1/2, Diminutive x1/4, Fine
x1/8.
Quadrupeds can carry heavier loads than characters can.
Instead of the multipliers given above, multiply the value
corresponding to the creature’s Strength score from Table: Carrying
Capacity by the appropriate modifier, as follows: Fine x1/4, Diminutive
x1/2, Tiny x3/4, Small x1, Medium x1-1/2, Large x3, Huge x6, Gargantuan
x12, Colossal x24.
Tremendous Strength:
For Strength scores not shown on Table: Carrying Capacity, find the
Strength score between 20 and 29 that has the same number in the “ones”
digit as the creature’s Strength score does and multiply the numbers in
that for by 4 for every ten points the creature’s strength is above the
score for that row.
Armor and Encumbrance for Other Base Speeds
The table below provides reduced speed figures for all base speeds from 20 feet to 100 feet (in 10-foot increments).
| Base Speed |
Reduced Speed |
Base Speed |
Reduced Speed |
| 20 ft. |
15 ft. |
70 ft. |
50 ft. |
| 30 ft. |
20 ft. |
80 ft. |
55 ft. |
| 40 ft. |
30 ft. |
90 ft. |
60 ft. |
| 50 ft. |
35 ft. |
100 ft. |
70 ft. |
| 60 ft. |
40 ft. |
|
|

