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I'm still working on a tabletop adaptation of Blue Archive.
In the interest of keeping the rules simple, here's an idea for loosely governing encumbrance without starting to calculate how many pounds everything weighs.
I would like to advance the idea of
an item-based encumbrance system.
Characters with STR of 2-3 can carry 6 items.
Characters with STR of 4-6 can carry
8 items.
Characters with STR of 6-8 can carry 10 items.
Characters with STR of 9+ can carry 12 items.
But what counts as an item?
Small things such as ballpoint pens, rings, and pendants are not counted.
Smartphones themselves aren't counted but the heavy mobile batteries we use to charge them are counted. Surprisingly, wearing a suit of armor also doesn't count _if_ the character
is trained in how to wear and move about in it. An item is roughly equivalent to a weapon in size and weight.
Here are some examples of things that count as one item:
- a sword (Storytellers can rule that humongous two-handed swords count twice!)
- a gun
- a quiver of arrows or a gun magazine
- a scroll
- a bottle of wine, a waterskin, a canteen,
- a lantern, flashlight, or torch
every stack of 150 coins
- 1 meal (MRE, can of Spaghetti-Os, etc.)
Things that come as a bundle (arrows and bullets in a magazine)
count as 1 item, so you don't need to recalculate every time you
fire a bullet or arrow.
You can make it easier to carry things by carrying them in a
bag (backpack, duffle bag, or waterproof sports bag). Each of these can store eight items. Note that even within a bag, these still count against the character's item capacity. And yes, if they were to use a tool or utility belt, those things in or on the belt would still count against the character's item capacity.
Smart aleck players might argue that using a backpack and then bringing along a wheeled suitcase could let them carry more items.
That is technically true - the wheeled suitcase could store another 8 items or so. However, walking about while loaded down with stuff makes you stand out. It makes you a target for thieves, and the suitcase is an easy target for bandits to grab and run away with. Pushing or dragging the suitcase would also occupy one or more hands of the player character.
You can make on-the-spot rulings with this as well. If the players found an old chest with two thousand silver coins in it, you could rule that the thing counted as ten items.
A character with a high enough STR score could carry it, but someone else would have to carry his other items.
You could of course bring more items with you by storing them inside a car, pulling them in a wagon, or placing them on the back of a mule.
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