1. Notes

Inventory & Encumbrance

Rules

The following rules apply to carrying & wearing equipment.

Inventory- & Equipment Slots

Inventory Slots. The unit of measurement for how much you can carry.

  • Items are categorized by general size and weight and take up different amounts of slots. 
  • You have a number of inventory slots equal to your Strength score. 
  • Items taking up inventory slots take an Action to retrieve.
  • This is besides any Adventuring Gear that might be in your backpack.

Pockets. You have 4 small slots (4x1) on your person that can hold small items without taking up inventory slots. Items in pockets only take an Interact with object to retrieve.

Equipment Slots. You have 3 slots on your person that can hold usable items: two normal slots (2x2) on your sides, and one bulky (1x4) slot on your back.

  • A normal (2) slot can also hold two small (1) items.
  • A bulky (4) slot can also hold two normal (2) items. A bulky slot may not hold 4 small items.
  • Items in these spaces only take an Interact with object to wield, and do not take up inventory slots.

Worn. Any item that is worn on the person, such as armor, weapons clothing, or a necklace, does not take up slots. You can stow anything you wear onto your 4 Equipment Slots to free your hands, given that those are empty.

Example: Brixom has two shortswords on his belt, and a hand crossbow and dagger attached to his backpack. As a free Interact with Object-action, he can draw his sword and dagger.

Inventory Items

The following items can add more Inventory Slots.

  • Quiver. An equippable item that holds up to 20 arrows/bolts for you. Allows you to freely draw bolts/arrows.
  • Bag of Holding. Increases your inventory slots by 30.
  • Hand Cart. Can be used to carry items equal to double your strength score worth of slots. 
  • Saddlebag. Allows an animal to use inventory rules.
  • Wagon. An average wagon can carry about 400 slots worth of items.
  • Chest. Can hold a varying amount of slots depending on the size of the chest.

See: Items labeled as 'Storage'

Example Sizes

  • Gold. Every 100 coins takes up one slot.
  • Stackable. Can fit ten per slot of the same item type. Examples are arrows/bolts and rations.
  • Trinkets. Small items that can fit in the palm of your hand. Trinkets stack with each other, but do not take up a small slot until the stack of ten is complete.
  • Small (1). Takes up a small slot (1), and may be placed in pockets. Examples are large gems & potions. Two small items (2x1) can also take up a normal slot (2).
  • Normal (2). Takes up a normal slot (2). Examples are small weapons such as swords, bows, light- or medium armor, spellbook,s and shields.
  • Bulky (4). Takes up a bulky slot (4), and includes significantly heavy equipment. Examples are quarterstaffs, greatswords, mauls, heavy crossbows, most heavy armor, and tower shields.
  • Great (6). Particularly large and heavy, taking up six slots. Cannot be carried in an Equipment Slot. Examples are full plate armor, and a small boulder.
  • Massive (12). Takes up twelve slots, and are highly unusual for a medium-sized creature to be carrying. Carrying a massive item requires the use of both of your hands. Examples are a large creature’s greatsword, a boulder, or a large chest.

So, How Many Slots Do I Have?

  • Your Strength Score in Inventory Slots. This can hold any variety of Small, Normal, Bulky, Great or Massive items.
  • 4x1 Small Slots via your Pockets.
  • 2x2 Normal Slots on your Belt.
  • 1x4 Bulky Slot on your Back.

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Imagine it as follows: the blue items are example items to carry, and cannot be rotated. Our brave adventurer could carry 6 potions in his Pockets, or 2 on his belt. He could carry 2 swords on his back, or 1 Battleaxe. His backpack has 10 slots in this example (assuming a Strength score of 10), meaning he could carry his Battleaxe (4), Sword (2) and 4 potions.