Thursday, January 29, 2026

Hacking 2e: Encumbrance and Weight – Part 2

Last time, I reworked the 2e weights and weight allowances into a slot-based system. The final step is to determine encumbrance penalties.

This is the entire reason we’re here. These penalties are the stick used to enforce the agonizing decisions inherent in encumbrance rules. Without them, there’s no reason to track anything at all, and that way lies 5e and players who occasionally look through their inventory to discover oddities from old adventures, like they’re rifling through their parents’ attic.

AD&D used ranges, or weight bands, to determine when penalties applied. Let’s start there.

 

1. Encumbrance Bands

To determine when you’re in one of those bands, 2e provides a bloated table.

We’re not touching the modified movement rates; they’re a simulationist answer to a problem that doesn’t exist. Pretend you didn’t see it. Shut your eyes, Marion!

Even with just the standard table, this is too much. Let’s start hacking this thing down to size by determining what our numbers actually are, since I’m using the Dark Sun Strength table. That’s fairly easy, as after Strength 18, they increase in a predictable manner.

Strength

Light

Moderate

Heavy

Severe

Max

2

2

3

4

5

6

3

6

7

8

10

10

4

11

14

17

21

25

5

11

14

17

21

25

6

21

30

39

48

55

7

21

30

39

48

55

8

36

51

66

82

90

9

36

51

66

82

90

10

41

59

77

98

110

11

41

59

77

98

110

12

46

70

94

119

140

13

46

70

94

119

140

14

56

86

116

147

170

15

56

86

116

147

170

16

71

101

131

162

195

17

86

122

158

195

220

18

111

150

189

229

255

19

136

175

214

254

280

20

171

210

249

289

315

21

256

295

334

374

400

22

361

400

439

479

505

23

446

485

524

564

590

24

516

555

594

634

660

25

636

675

714

754

780

Note that 2e doesn’t provide bands for a Strength of 1.

I spent too long staring at Excel – longer than I care to admit – attempting to find a formula or simple rule that could emulate this exact progression. There’s not one, or at least not one that I can find which doesn’t involve extensive additional math and new, confounding rules. The main issue is the extremes outside the 8 to 15 range; using addition to increase the values always blows out one side or the other, while using multiplication balloons the carry capacity at the higher end.

Well, the goal here is simplicity and easy-to-parse rules, not total fidelity. As a result, I’m going with multiplication to determine each band of encumbrance.

While I’m here, it’s also time to do away with some encumbrance weight bands. We don’t need this much specificity when it comes to encumbrance: either the character is carrying too much, or they’re carrying way too much. With those restrictions, and a max capacity, I’ve devised the following encumbrance rules:

Character can carry items up to their allowed slots without issue. Carrying above this number causes the character to become Encumbered. If they are carrying enough to reach twice their allowed slots, they become Overburdened. A character cannot carry more than three times their allowed slots.

Were I to put this in a table, which we shouldn’t need with such a simple formula (and will not have in any final product), it’d look like this:

Strength

Encumbered

Overburdened

Max

1

2

3

2

3

4 – 5

6

3

4 – 5

6 – 8

9

4

5 – 7

8 – 11

12

5

6 – 9

10 – 14

15

6

7 – 11

12 – 17

18

7

8 – 13

14 – 20

21

8

9 – 15

16 – 23

24

9

10 – 17

18 – 26

27

10

11 – 19

20 – 29

30

11

12 – 21

22 – 32

33

12

13 – 23

24 – 35

36

13

14 – 25

26 – 38

39

14

15 – 27

28 – 41

42

15

16 – 29

30 – 44

45

16

21 – 39

40 – 59

60

17

26 – 49

50 – 74

75

18

31 – 59

60 – 89

90

19

36 – 69

70 – 104

105

20

46 – 89

90 – 134

135

21

66 – 129

130 – 194

195

22

91 – 179

180 – 269

270

23

111 – 219

220 – 329

330

24

131 – 259

260 – 389

390

25

161 – 319

320 – 479

480

 

And if we translate this back to pounds:

Strength

Encumbered

Overburdened

Max

1

8 – 11

12

2

12 – 15

16 – 23

24

3

16 – 23

24 – 35

36

4

20 – 31

32 – 47

48

5

24 – 39

40 – 59

60

6

28 – 47

48 – 71

72

7

32 – 55

56 – 83

84

8

36 – 63

64 – 95

96

9

40 – 71

72 – 107

108

10

44 – 79

80 – 119

120

11

48 – 87

88 – 131

132

12

52 – 95

96 – 143

144

13

56 – 103

104 – 155

156

14

60 – 111

112 – 167

168

15

64 – 119

120 – 179

180

16

84 – 159

160 – 239

240

17

104 – 199

200 – 299

300

18

124 – 239

240 – 359

360

19

144 – 279

280 – 419

420

20

184 – 359

360 – 539

540

21

264 – 519

520 – 779

780

22

364 – 719

720 – 1079

1080

23

444 – 879

880 – 1319

1320

24

524 – 1039

1040 – 1559

1560

25

644 – 1279

1280 – 1919

1920

 

We’ve absolutely inflated the back end here, but I’m fine with that. The strongest characters being even stronger works thematically. With the new range of encumbrance, I’ve created one band which sits between the old light and moderate bands, and another between heavy and severe. It’s not perfect, and there are a few outliers, but it’s close enough for government work.

 

2. Encumbrance Penalties

The last piece of the puzzle: what do these bands do? What happens to a character when they’re Encumbered or Overburdened?

In 2e, those penalties are thus:

This is from the 2e Primer, since 2nd Edition provided this information with two paragraphs of text instead of a table. Man, why did everyone ignore encumbrance rules?

I don’t find this significant enough. If these penalties are going to be the stick by which we keep players from carrying their entire life on their backs, then they should hurt right out of the gate. It needs bite, so that encumbrance provides a hard stop for normal loadouts. It needs to be notable so that when picking up that extra treasure and choosing to enter into these encumbrance bands, the player should think “Is this really worth it?”

Therefore, I propose the following:

Effect

Encumbered

Overburdened

Movement

Reduced by half

Reduced to 2

Attack

–1

–4

AC

+1

+4

Dex-based AC Bonus

Retained

Lost

 

This is harsher, by far. Though with all the extra capacity provided to characters through the new encumbrance values, light/small/coin grants, and encumbrance bands, I think it’s warranted. The penalty for being Encumbered is not so devastating that it makes characters unplayable, though it definitely stings. The penalty for being Overburdened is brutal, but it gives the player that agonizing decision: do I want to get this stuff out of the dungeon and become a walking brick? Maybe they come back for this stuff later. Maybe they need help.

Besides, they can always drop it when the kobolds show up.

 

3. Comparison

Let’s close out by looking at two example adventurers (Rogue and Fighter) and what they can carry.

Rogue has a Strength of 11. She’s wearing leather armor, and carries a short bow and three daggers. She’s also brought a grappling hook, a hooded lantern, 50 feet of silk rope, 25 arrows, thieves’ picks, a quiver, and some lamp oil. She’s carrying a backpack and 90 copper.

In 2e, Rogue can carry 40 pounds before hitting the light encumbrance band. With her loadout, she’s carrying 48.3 pounds. She’s lightly encumbered and at 1/3 speed.

In the new system, Rogue can carry 11 slots of items. With her loadout, she’s using 10 slots (4 for armor, 1 each for the bow, grappling hook, and lantern, 2 for the rope, and 1 for the combination of three daggers, picks, and quiver. The backpack, arrows, and copper are free). She’s got a bit of room before hitting Encumbered – two slots worth.

Fighter has a Strength of 17. He’s wearing Chain mail, and wields a long sword and a medium shield, and has a light crossbow on his hip for emergencies. He’s brought 50 feet of hemp rope, a bullseye lantern with some oil, a bolt case, and 20 light quarrels. He’s carrying a backpack and 100 copper, 75 silver, and 50 gold.

In 2e, Fighter can carry 85 pounds before light encumbrance. With his loadout, he’s carrying exactly 99.5 pounds. He’s lightly encumbered and at 1/3 speed.

In the new system, Fighter can carry 25 slots of items. With his loadout, he’s using 23 slots (10 for the armor, 1 for the long sword, 3 for the shield, 2 for the crossbow, 5 for the rope, 1 for the lantern, and 1 for his 225 coins. The backpack, oil, and bolt case are free, as are the quarrels). He’s got 3 slots before he hits Encumbered.

This is forgiving to the PCs. Our characters are able to hold a bit more than their 2e versions, but not massively so. In both cases, their loadouts put them well into light encumbrance in 2e, but keep them just shy of Encumbered in the new system.

 

4. Conclusion

I’ve simplified both the bands and the penalties. There are now two encumbrance ranges: Encumbered when beyond available slots and Overburdened when twice over available slots, with a hard stop at three times a PC’s item slots. The penalties are also now just two: either being slowed to half movement with a penalty of 1 to Attack and AC or being slowed to a movement speed of 2 with a penalty of 4 to Attack and AC, respectively.

Obviously, I haven’t emulated the 2e encumbrance system as closely as I could, but the tradeoff is a logical progression of bands and penalties that players and DMs might actually be able to keep in their heads. At worst, having to look up any of these values can be done on a single page in the book with minimal fuss. Anything to avoid having that endless expanse of weight ranges staring back at you. Even so, it’s still fairly close.

What is retained, and I think focused and enforced, is the strict decision points implicit in encumbrance rules. The boundaries for ‘what is too much’ are highlighted here, and the harsher penalties ensure that a clearer and more significant decision will exist when players need to choose what goes on their backs.

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