Encumbrance
Encumbrance is how much a creature can carry before the weight begins to interfere with movement and action. These rules are for armor, weapons, packs, treasure, bodies, supplies, and other meaningful loads. They do not need to be used for every coin, pouch, and strap unless the table wants that level of detail.
Encumbrance uses two values: Carrying Capacity and Maximum Lift.
Carrying Capacity
Carrying Capacity is the amount of weight a creature can carry while 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 carried in a usable way. Packs, belts, harnesses, and straps matter. A creature with 80 lbs. of packed gear is in a better position than a creature holding 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 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 Strength, Maximum Lift is about 550 lbs.
Formula
For a Medium creature, Maximum Lift is calculated as:
Maximum Lift: 100 × 1.3^((Strength - 10) / 2)
Round the result to the nearest 5 lbs.
Carrying Capacity is calculated as:
Carrying Capacity: Maximum Lift / 2
Round the result to the nearest 5 lbs.
Strength Table
| Strength | Carrying Capacity | Maximum Lift |
|---|---|---|
| 6 | 30 lbs. | 60 lbs. |
| 7 | 30 lbs. | 65 lbs. |
| 8 | 40 lbs. | 75 lbs. |
| 9 | 45 lbs. | 90 lbs. |
| 10 | 50 lbs. | 100 lbs. |
| 11 | 60 lbs. | 115 lbs. |
| 12 | 65 lbs. | 130 lbs. |
| 13 | 75 lbs. | 150 lbs. |
| 14 | 85 lbs. | 170 lbs. |
| 15 | 100 lbs. | 195 lbs. |
| 16 | 110 lbs. | 220 lbs. |
| 17 | 125 lbs. | 250 lbs. |
| 18 | 140 lbs. | 285 lbs. |
| 19 | 160 lbs. | 325 lbs. |
| 20 | 185 lbs. | 370 lbs. |
| 21 | 210 lbs. | 425 lbs. |
| 22 | 240 lbs. | 485 lbs. |
| 23 | 275 lbs. | 550 lbs. |
| 24 | 310 lbs. | 625 lbs. |
| 25 | 360 lbs. | 715 lbs. |
| 26 | 410 lbs. | 815 lbs. |
| 27 | 465 lbs. | 930 lbs. |
| 28 | 530 lbs. | 1,060 lbs. |
| 29 | 605 lbs. | 1,210 lbs. |
| 30 | 690 lbs. | 1,380 lbs. |
| 31 | 785 lbs. | 1,570 lbs. |
| 32 | 895 lbs. | 1,790 lbs. |
| 33 | 1,020 lbs. | 2,045 lbs. |
| 34 | 1,165 lbs. | 2,330 lbs. |
| 35 | 1,330 lbs. | 2,655 lbs. |
Overencumbered
If a creature carries more than their Carrying Capacity, the creature is overencumbered.
An overencumbered creature has the following penalties:
- 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.
Overencumbrance is the point where a 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, the creature cannot lift it with strength alone.
The creature might still be able to drag, push, roll, lever, or shift the load 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 its Maximum Lift.
Dragging and Pushing
Dragging or pushing is easier than carrying when the surface allows it.
As a default, a creature can drag or push up to 2 × its Maximum Lift across a mostly level surface. Bad footing, stairs, mud, loose stone, soft ground, and awkward shapes can reduce this. Wheels, sledges, pulleys, ramps, and similar tools can increase it.
Dragging or pushing a heavy object does not count as overland travel unless the Definition Master decides the setup is good enough for that.
Lifting Other Creatures
When lifting or carrying another creature, count the creature's 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 as cargo.
Size
The table assumes a Medium creature. Size changes how much 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 practical 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 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.