Encumbrance
Encumbrance is how much a creature can carry before that weight starts getting in the way. This is not meant to track every coin and strap unless the table wants that. It is here for armor, weapons, packs, treasure, bodies, supplies, and the point where carrying too much stops being reasonable.
This system uses two important numbers: Carrying Capacity and Maximum Lift.
Carrying Capacity
Carrying Capacity is the amount of weight a creature can carry while still moving normally. If the total weight carried is equal to or lower than this number, the creature is not encumbered.
This assumes the weight is actually carried in a usable way. A good pack, belt, harness, or set of straps matters. A creature with 80 lbs. of gear packed correctly is in a much better situation than someone carrying the same weight loose in their arms.
Maximum Lift
Maximum Lift is the most weight a creature can lift overhead or otherwise handle for a very short moment. This is not a travel weight. A creature can lift this much, shift it, brace it, or get it onto a wagon, but they cannot travel with it normally.
For a Medium humanoid, Strength 23 represents the natural non-magical limit of the common humanoid body plan. At that point, Maximum Lift is about 550 lbs.
Formula
For Medium creatures, Maximum Lift is calculated as:
Maximum Lift: 100 × 5.5^((Strength - 10) / 13)
Round the result to the nearest 5 lbs.
Carrying Capacity is:
Carrying Capacity: Maximum Lift / 3
Round the result to the nearest 5 lbs.
Strength Table
| Strength | Carrying Capacity | Maximum Lift |
|---|---|---|
| 6 | 20 lbs. | 60 lbs. |
| 8 | 25 lbs. | 75 lbs. |
| 10 | 35 lbs. | 100 lbs. |
| 12 | 45 lbs. | 130 lbs. |
| 14 | 55 lbs. | 170 lbs. |
| 16 | 75 lbs. | 220 lbs. |
| 18 | 95 lbs. | 285 lbs. |
| 20 | 125 lbs. | 370 lbs. |
| 22 | 160 lbs. | 480 lbs. |
| 23 | 185 lbs. | 550 lbs. |
| 24 | 210 lbs. | 625 lbs. |
| 26 | 270 lbs. | 810 lbs. |
| 28 | 350 lbs. | 1,055 lbs. |
| 30 | 460 lbs. | 1,375 lbs. |
Overencumbered
If a creature carries more than their Carrying Capacity, they are overencumbered.
An overencumbered creature:
- Cannot make overland travel.
- Cannot run.
- Cannot fly unless a rule explicitly allows it.
- Reduces all movement speeds by half.
- Takes a -5 circumstance penalty to Acrobatics, Balance, Escape Artist, Move Silently, Ride, and Swim.
- Cannot take a 5-foot step.
- Cannot use abilities, feats, or spells that require free movement unless the Definition Master rules the carried load does not interfere.
Being overencumbered is not meant to be a mild inconvenience. It is the point where the creature can still move, but not in a way that is useful for travel or serious exertion.
Above Maximum Lift
If a load is heavier than a creature's Maximum Lift, they cannot lift it by strength alone.
They might still be able to drag, push, roll, lever, or shift it with the right setup. The Definition Master should call for a Strength check, a skill check, tools, help, or time depending on the situation.
A creature cannot carry a load above their Maximum Lift.
Dragging and Pushing
Dragging or pushing is easier than carrying, but only when the surface allows it.
As a default, a creature can drag or push up to 2 × their Maximum Lift across a mostly level surface. Bad footing, stairs, mud, loose stone, soft ground, or awkward shapes can reduce this. Wheels, sledges, pulleys, ramps, and similar tools can increase it.
Dragging or pushing a heavy object is not overland travel unless the Definition Master decides the setup is good enough for that.
Lifting Other Creatures
When lifting or carrying another creature, count their body weight and the gear they are wearing or carrying.
A willing or unconscious creature is easier to handle than a struggling creature. A hostile creature usually requires a grapple, pin, shove, or other combat rule before they can be moved around like cargo.
Size
The table assumes a Medium creature. Size changes the weight a body can reasonably move.
Use the following modifiers for Carrying Capacity and Maximum Lift:
| Size | Modifier |
|---|---|
| Tiny | ×1/4 |
| Small | ×1/2 |
| Medium | ×1 |
| Large | ×2 |
| Huge | ×4 |
| Gargantuan | ×8 |
Round the final number to the nearest 5 lbs. after applying size.
Armor and Containers
Armor, shields, weapons, clothing, supplies, and containers all count toward carried weight. Containers do not make weight vanish, but they can make weight reasonable to carry.
A creature carrying loose objects in their hands can be ruled overencumbered even if the weight is below their Carrying Capacity. This is especially true if the objects are large, fragile, shifting, or awkward.
Magic and Special Rules
Magic can change encumbrance in a few ways. It might increase Strength, reduce weight, create a storage space, or let an object move itself.
If an item is stored in a magical space, it only counts against encumbrance if the item or spell says it does.
If an effect increases Strength, recalculate Carrying Capacity and Maximum Lift using the new Strength score for as long as the effect lasts.