Armor count for encumbrance?

Post/Author/DateTimePost
#1

DynV

Dec 31, 2014 14:25:17

1st I searched this forum for "armor" and "weight" and it yielded nothing, so please don't be so harsh is there's some threads about this.

 

I'm wondering if armor count for encumbrance. I have a Half-Elf Cleric 3 with Str 16 and Wis 16. I was excited to get to lvl 4 to increase Wis to 18 for more effective spells. When I looked into armor, I realized the default Chain mail, since my domain give heavy armor proficiency at 1st level, weight a lot ; actually if he had Str 11, it would be the only thing he could wear without being encumbered, he couldn't even wear a pouch for his spells components weighing a measly 1 lb. That's of course if armor doesn't count toward encumbrance. Because if it does, I will have to increase Str 2X (to 20) instead if I want to be able to move full speed, that 2 increases I could have used to increase spell efficiency.

 

I'm not sure how D&D work but in TES (The Elder Scrolls), at each level of proficiency in an armor type, that type allow more & more other things to be carried/worn ; it's been some time I've played TES but AFAICT heavy armor 1st level take off 25% weight, so for a character capable of carrying/wearing 200 lbs (we say the character remain the same level so only the proficiency change, not the ability affecting max weight) with a 50 lbs plate, at lvl 0 in heavy armor s/he could carry 150 lbs other and at lvl 1 could carry 162.5 lbs other than that plate armor.

 

I'd appreciate if you'd letting me know if armor count toward encumbrance.

 

#2

colemcm

Dec 31, 2014 15:37:10

Armor does count towards encumbrance and some of them have strength requirements. That said, the highest strength req. for armor is 15 for full plate. Carry weight is obtained by multiplying Str x 15 lbs., so you should have any problems with a Str 16 character wearing chain mail (16 x 15 lbs. = 240 lbs. max. carry weight).

#3

Cutlass

Dec 31, 2014 16:19:53
The Player's Handbook lists the weight of all the various kinds of armor and the strength ability scores needed to move in heavy armor without a speed penalty on page 145. Other than that, as colemcm already pointed out, encumbrance is pretty simple in this version of DnD. There is a slightly more complex variant of encumbrance rules available, but unless your DM insists on using it you can ignore it.
#4

Ganymede425

Dec 31, 2014 16:21:21

Whether you're referring to the optional encumbrance rules or are using the basic carry capacity rules, armor worn still counts toward your limit.

#5

Coredump00

Dec 31, 2014 19:16:51

I believe he is talking about the variant rule on p.176.

 

In that case.... you do have to be a bit careful.  It is meant to represent that someone of average str (10-11) would be slowed down some wearing Heavy  armor.  WIth a 16 Str, you can deal with 80 pds without an issue.

 

Chain and weapon should be less than 60 pounds... it shouldn't be too hard to keep the rest of your gear under 20 pounds.

 

 

#6

DynV

Dec 31, 2014 23:23:03

Actually I was wrong and I'm glad you pointed it was optional. I assumed in Chapter 7: Using Ability Score section Using Each Ability that the rule >5X Str = encumbered, >10X heavily was usual ; and I just happened to have GM that were lenient, and I was worried they'd start applying it later on.

 

Wow! I changed the cleric race thus domain (I try to think about race 1st when making a build, then the environment he spent his childhood in, etc.) to get to 16 for both Str & Wis. Hmm! I'm wondering if I should still apply the rule for my character even if it's not for the party just to add realism.

 

And here's what my character is to wear with only 2 rations without cheap thrown weapons (javelins) to use Str bonus

Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Shield 10 gp +2 — — 6 lb.
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Crossbow bolts (20) 1 gp 1 1/2 lb.
Priest’s Pack
    Backpack 2 gp 5 lb.
    Blanket 5 sp 3 lb.
    Candle 1 cp —
    Tinderbox 5 sp 1 lb.
    2x Rations (1 day) 5 sp 2 lb.
    Waterskin 2 sp 5 lb. (full)
Clothes, common 5 sp 3 lb.
Pouch 5 sp 1 lb.


16*5=    80
55+6+2+5+1.5+5+3+1+4+5+3+1=    91.5
-=        -11.5

#7

Cutlass

Jan 01, 2015 1:27:51
The earlier versions of DnD had tables that you had to consult to figure out what your character's. encumbrance limits would be for a given strength score. There is no easy way to summarize them in a few words.
#8

Undrhil

Jan 01, 2015 6:49:06

Actually, a Fighter with a 16 STR using the optional encumbrance rules is going to be encumbered all the time if they go heavy armor, unless they don't bother to take any other equipment because their armor and a weapon or two.

#9

DynV

Jan 01, 2015 6:52:15

Cutlass wrote:
#10

DynV

Jan 01, 2015 6:56:50

Undrhil wrote:
(Reply to #10)

Undrhil

DynV wrote:
#12

DynV

Jan 01, 2015 7:49:53

Undrhil my point is that 5X Str encumbrance, even small things like waterskin and a few rations takes a large portion of it.

#13

colemcm

Jan 01, 2015 9:22:52

The problem with being overly concerned with the encumbrance rules is that the encumbrance rules aren't overly concerned with reality. The game treats 55 lbs. worn evenly distributed on the body the same way it treats 55 lbs. extended at arm's length from the body. It's better to stick with the general rule (Max. Carry Weight = Strength x 15 lbs.) and apply common sense restrictions on what can be carried. 

#14

DynV

Jan 04, 2015 20:58:41

I decided I was only going to count armor & weapons + 1 waterskin toward the 5X Str encumbrance ; that I'd have have my character hide all the rest near the beginning of areas I suspected to be a fight, and if he was surprised that he'd spend an action to drop his backpack.

I'm still wondering where's the encumbrance provisions for 4e, if someone would be so kind to help me.

 

Update 1:

 

Also the necessary for casting (component pouch or spellcasting focus) in the 5X Str.

(Reply to #14)

Reius

DynV wrote:
#16

Cutlass

Jan 01, 2015 23:34:19
I'm not that familiar with DnD 4 because I decided I didn't like it and chose to spend my time playing another system. DnD 5 brought me back to the fold as it were. In fact, I recently sold my DnD 4 books to get a DnD 5 DMG. Regardless, as far as 3.5 is concerned, unless your character is a dwarf carrying more than a light load will slow the character down. A medium load will reduce their speed (usually by 10 feet) and give them a "run" of 4 times their speed. A heavy load will keep the same speed reduction and give them a "run" of 3 times their speed.
(Reply to #16)

DynV

Cutlass wrote:
#18

Cutlass

Jan 02, 2015 1:18:49
Not exactly. A character could move their speed, and then move their speed again, usually giving up their attack to do so. A "run" was moving faster than that. 4 times your speed if you were unencumbered (5 times your speed with the right feat) , had to be in a straight line and you forfeited your Dex bonus to AC. It could also only be done for only short periods of time. I don't have access to my books right now and don't recall all the details.
#19

Kalani

Jan 02, 2015 8:16:52

3.5 Run: You can move your speed x4. If you are wearing heavy armor, or are encumbered, you move x3 instead. You lose benefits of Dexterity to AC.

 

4E Run: You move your speed +2 (in squares), or +10ft (if not using squares). Again you lose the benefit of your DEX mod to AC.

 

The action types in these two systems could be scaled down.

 

  • Your "standard action" could be exchanged for a second move action. Which could then be scaled down to a swift action (not sure about the swift action, havent played 3.5 in 6 years).
  • Your "move action" could be exchanged for a second swift action IIRC.

Full Round Actions denied the character a move action, but instead allowed them to make a 5ft step.